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The magazine focuses on wargaming and discusses various naval and land battles, campaigns, and rulesets. It also provides information on upcoming games and releases from Mongoose Publishing.

The magazine seems focused on discussing wargames involving World War 2 naval and land battles. It also provides information on rulesets and upcoming releases.

The games featured include Victory at Sea, Starship Troopers, and Battlefield Evolution. It discusses battle reports and campaign details for these games.

Mongoose Publishing Presents

39
Wargamer

Battlefield Evolution
The Full Basic Rules Free!

NUCLEAR AMBITIONS
When Knowing About An Explosion Just Isn’t Enough

Victory at Sea
The New World War 2 Naval Game Is Here!
S&P Wargamer 39
Plus. . . Victory at Sea Battle Report, More Mighty Armies Event Cards, December
Decem ber 2006
MGP 5539W
Starship Troopers Campaign part 2 and lots, lots more in our bumper www.mongoosepublishing.com

Christmas issue!
This month I have been mostly playing with toy soldiers. Well, that and writing about them, of course! It’s also been a month for playing Nick
the Greek, as it happens. It seems that every game I’ve been involved in drew Nick as my opponent. For the Victory at Sea battle report in this
very issue it semed pretty obvious as we have been banging heads all through playtesting with our American and Japanese fleets as Nick manfully
attempted to reverse the course of the Guadalcanal Campaign in his guise as Rear Admiral Nikigriki. We have been having a great time refighting
all sorts of historical naval battles, and for me it has been a revisiting of one of my favourite wargaming periods - World War II. Probably because
my dad fought in the war it has always fascinated me, and it was very interesting to talk to some of the German guys from Ulisses Spiele that we
met at the recent Essen gaming convention and listen to their perspectives. A special name check here for Markus Plotz and his charming wife
Viola, who looked after us so splendidly.

I also duked it out with Nick in the report for the Battlefield Evolution Advanced Rulebook due out next year. You’ll just have to be patient to
find out how that went though. In this issue you will find the complete basic Battlefield Evolution rules, so you can get up to speed before the
first sets come out. It won’t be long now!

Finally, as this is the Christmas issue, best say Merry Christmas, and keep on gaming!
Ian
Happy Xmas!

Editor: Mongoose Studio Staff:


Mongoose
Ian Barstow Ian Belc
Belcher,
her, Richard Ford, Adrian Walters, Nick Robinson, Kelly George and Chris Longhurst

Assistant Editor: Cover Art:


Matt Thomas
Thomason
on Victory at Sea by Chris Quilliams

Editorial Director: Artists:


Matthew Sprange Matt Thomason and Nic Wilkinson

Production Director: Contributors:


Alexander Fennell
Fennell Ian Barstow, Cy Dethan, David
David Ma
Manley,
nley, Greg Smith, Matthew Sprange and Matt Thomason

ADVERTISING: All ads are subject


to approval by Mongoose Publishing, Copyright © 2006 Warner Bros. Copyright Information
which reserves the right to reject any Entertainment Inc. All Babylon 5 material is copyright 2006 Warner Brothers. Babylon 5 created by J. Michael Straczynski
ad for any reason. Advertisers and/or BABYLON 5, characters, names and
All Judge Dredd material is copyright Rebellion A/S
all related indicia are trademarks of
agencies of advertisers agree not to hold and © Warner Bros. Entertainment All Conan material is copyright Conan Properties International.
Mongoose Publishing liable for any loss Inc. All Lone Wolf material is copyright Joe Dever.
or expense from alleged wrongdoing that WB SHIELD: TM and © Warner All WARS material is copyright Decipher, Inc.
may arise out of the publication of such Bros. Entertainment Inc.
All Starship Troopers material is copyright Tristar Pictures, Inc.
(s05)
advertisements.
Happy Xmas!
Contents
Wargamer T’Rakk 11
Rules for this new Narn ship for A Call to Arms
Victory at Sea A New Type of Warfare
Matthew Sprange discusses Mongoose’s
13 Introducing the new Battlefield Evolution Rules Preview 17
latest launch. near-future miniatures Curious about how the new Battlefield Evolution game
game that launches in will play? Signs and Portents brings you the exclusive
January. worldwide preview of the complete rules sheet.

Giant Slaying 22
The Narn encounter an Ancient at Sigma 957. A scenario
for A Call to Arms.

7 The Gorlith Campaign - Part Two 24


The second half of our set of linear linked scenarios for
More Mighty Armies Event Cards Tiger Starfury Starship Troopers.

45 More cards for


Mighty Armies &WF
OU
$B
SEthe

Event
Frontier Clash
The Minbari pursue a Drakh raiding fleet into Centauri
43
SE
$B
Card&WF system introduced
OU
space in our second A Call to Arms scenario this month.
SE last month.
$B
&W FOU

&WF
OU$
BSE
&WF
OU $B
SE
Heroes of the Rodina - Part One
The first half of the Russian Fleet Listing for Victory at Sea.
47
BSE
O U$
&WF

SE
OU$B

&WF
OU$B
SE
&WF
Rules for the latest EA
&
Fire, Fire 66
The pyromanics amongst you will read through these
&WF
OU$
BSE
addition to the A Call to
Arms miniatures range. 55 optional rules for A Call to Arms with a gleeful but insane
BSE
U$ gleam in your eyes
Death in the Undercity, Part Two Scenic Mayhem: Nuclear Ambitions
&WF
O

The second half of our Tiger By The Tail 68


57 rules for Undercity 61 Vice Admiral Barstow and Rear Admiral Nikigriki meet in
battles in Gangs of the Pacific in this battle report for Victory at Sea.
Mega-City One.
One.
Praxis Invasion 74
A multiplayer scenario for the Starship Troopers miniatures
game by the North London Wargames Group

A handy guide to creating your own nuclear Regulars


explosions, minus the risk of radioactive Eye On Mongoose 4 Offer of the Month 73
fallout. Write for the Mongoose 16 Wargames and Miniatures
Extinction Protocol 38 Product List 77
Mail Order Form 81
4
Wargamer

Eye On Mongoose
This Month’s Releases and Stockist News

Victory at Sea Main Rulebook


The Second World War saw naval warfare evolve from the clash of mighty dreadnaughts,
which had been the preoccupation of navies for half a century, to a conflict dominated by the
aircraft carrier and submarine.

The Battle of the Atlantic saw German U-boats attempt to strangle the economy of the
United Kingdom, with fast commerce raiders such as the pocket battleships and the
mighty Bismarck attempting to slip into the Atlantic to wreak devastation upon the allied
convoys.

In the Mediterranean the Italian and British fleets squared off as each side attempted to
settle the fate of Egypt and North Africa, as both sides attempted to strangle the other’s
supply routes.

In the east mighty carrier fleets clashed as the Imperial Japanese Navy tried to hold on
to the rapid conquests of 1942, whilst all the while American submariners strove to
paralyse Japan’s industrial might via attacks on her merchant fleet. It was here that
mighty battleships clashed in ferocious night battles amongst the Pacific islands.

Victory at Sea brings these conflicts to life allowing budding admirals to re-fight
the epic battles of this conflict, or to create their own fleets based upon the ships of
the day and fight entire campaigns. Over seventy different ship classes are detailed,
allowing a wide array of different battles to be fought with eighteen scenarios
included.

Based upon the award winning A Call to Arms games system, Victory at Sea is
a fast flowing game that will allow novices and veteran gamers alike to enjoy
recreating the epic struggles between the mighty fleets of the era.

Victory at Sea includes counters to use with every class of ship featured in the game.

Victory at Sea Counter Sheets


This deluxe set of counter sheets greatly expands those found accompanying Victory at Sea. It includes multiple copies
of every ship featured in that book, enabling you to literally double the size and scale of your naval combats!
5
Wargamer

Tiger Starfuries
The first of the ‘true’ Starfuries, when it was first built the Tiger represented a significant shift in fighter design
philosophy for the Earth Alliance, incorporating features, such as the manoeuvre jets on an x-foil wing section, that
would remain common to Starfuries for many years into the future. Though replaced by the Nova Starfury during the
Dilgar War, the smaller Tiger made good account of itself against alien fighters and its combination of missile rack and
plasma cannon gave it credible teeth.

The full rules for the Tiger Starfury can be found in this issue of Signs & Portents Wargamer.

Blister pack contains four flights of Tiger Starfuries.

Earth Alliance - The Crusade Era Fleet Box


With ships carefully selected for use with the Crusade Era fleet list from the Armageddon supplement, this box set includes
the following;

4 Flights of Starfuries 4 Flights of Thunderbolts


3 Apollo Bombardment Cruisers 2 Chronos Advanced Frigates
1 Delphi Advanced Scout 1 Marathon Advanced Cruiser
2 Nemesis Advanced Destroyers

Earth Alliance - The Third Age Fleet Box


With ships carefully selected for use with the Third Age fleet list from the Armageddon supplement, this box set
includes the following;

4 Flights of Starfuries 4 Flights of Thunderbolts


1 Warlock Advanced Destroyer 2 Omega Destroyers
3 Hyperion Heavy Cruisers 2 Olympus Corvettes
2 Hermes Transports 1 Avenger Carrier

Mobile Infantry Cap Troopers are trained to the Mobile Infantry Power Suit
highest standards, using their M1A4 Power Armour Specials
to maximum effect on a thousand worlds. Whatever
the nature of the mission, Power Armour troopers
can get the job done, but even they look towards their
specialists for overcoming particular obstacles.

This blister set contains one sniper, two Triple Thud


troopers and one Hel Flamer trooper, providing an
outstanding combination of individual targeting and You can buy our products at good local hobby
area damage weapons. stores, or direct from us online at
http://www.mongoosepublishing.com
New from Mongoose Publishing. JANUARY 2007
USMC Infantry Squad
Battlefield Evolution features USMC M1A2 Abrams Main Battle Tank
EFTF British Army Infantry Section
simple, yet tactically challenging EFTF British Army Challenger II Main Battle Tank
rules and expert-level pre-painted MEA Infantry Squad
PLA Infantry Squad
models in every box set! PLA Type 99 Main Battle Tank

www.mongoosepublishing.com

drop your paintbrush!


7
Wargamer

Victory at Sea
A Look at the New World War II Naval Game From Mongoose Publishing

Matthew Sprange
It’s funny how some games turn out. For the most One day, Ian asked me if I had any material lying there was at least some interest in a World War II
part, games released by Mongoose come under around on the hard drive that might be suitable naval system that concentrated on fun and action,
intense strategic scrutiny. What licences are for Signs & Portents – a silly question, as the rather than intense detail, and so some quick cost
available? Which will be suitable for the market answer is invariably yes. Victory at Sea is by no calculations were made.
in a year’s time? Can we build a successful line means the only game to be written in this fashion!
from an initial release? The questions go on and I remembered the World War II game I had been As the owner of Mongoose, I tend to work cheap
on. working on and quickly fudged together some fast when it comes balancing the accounts, so there
and dirty articles that would give the magazine a was no fear there – it began to look as if it might
Then there are games that have an altogether short series, presenting all the basic concepts of actually be possible to release the game as a
different approach. Victory at Sea is certainly one the game. bona fide book. We briefly looked at producing
of these. miniatures for the game but ran into some snags
As it happened, the article drew quite a bit of that eventually convinced us it would not be a
interest, with people demanding that Victory at good idea (and we had always intended to put
Humble Beginnings Sea got its own space on our forums! Clearly, counters in with the game, as we had with A Call

Victory at Sea began as a personal project of mine,


starting off with a few scribbles on the back of an
envelope (metaphorically speaking) to prove that
the core rules for our Babylon 5 game, A Call to
Arms, could work in a naval setting. I was on a
Second World War buzz at the time, so the 1940’s
were the focus. Initial impressions were good, so
I began the lazy task of building a set of complete
rules and fleet lists around my notes. This was
something that took over a year to do, in between
more important projects, and while I would trot
out some counters and challenge someone to the
Battle of the River Plate (the first scenario that
was written), the game meandered, becoming
something I worked on in a quiet moment, if I
remembered it at all.
8
Wargamer
to Arms). The first problem was the Navwar range
of models, which I was already using myself for
the game. There was no way we could sensibly
compete with such an established range, even
if we went to a different scale – I advise you to
check them out, as they are very, very competively
priced. We also toyed around the idea of doing
some pre-painted ships but Battlefield Evolution
took precedence there, and so that was shelved as
well.

In the end, the format was clear – a 96 page


hardback with all the main ships and fleets,
complete with enough counters for you to fight
pretty much any battle you could wish for.

The System

Those of you who messed around with the Victory


at Sea preview (see Signs & Portents Wargamer
issue 29) will know how closely this game runs Those were the core rules, all of which could be feeling of delay. Japanese Long Lance torpedoes
to the A Call to Arms rules, and even though summed up in just a few pages – they really are that can place counters on ships further away, though
the latter game was created for space combat in easy to get to grips with. What rounds Victory at they have to wait another turn for the results to
the Babylon 5 universe, the core system proved Sea off and makes it complete are the advanced be worked out.
adaptable enough for life on the waves. rules. These bring in a whole slew of extra bits and
pieces to add to your games, from using aircraft to We also had a lot of debate during playtesting (and
Certain changes had to be made, of course. In fighting at night or in bad weather. here I must thank the Salty Seadogs who formed
space, the technology exists to ensure that the the playtest teams, not least Richard L. Bax, who
majority of your shots will hit their target, and so In the preview rules, I had rules for torpedoes but is a veritable encyclopaedia of naval knowledge)
you only have to worry about punching through said at the time that I really did not like the way about submarines and how they should work in
active defences and armour. In World War II, they worked. In fact, I can say now, they stank. terms of movement. We began by moving them
you were sometimes lucky if you came close to Moving counters across the table at a certain speed, as ordinary ships with a version of the Stealth rules
hitting your target! Clearly, a ‘to hit’ roll had to then working out the strength of the spread if they from A Call to Arms. A lovely idea, but it did not
be built into the system, which could then be happened to hit a target? Bleh! There had to be quite get the right atmosphere across. Inevitably,
modified for range, target size, weather and so on. a better way without simply making torpedoes a ‘dummy’ counters were suggested as a solution, but
This had a knock on effect for the damage system, ‘direct fire weapon (that is, pick a target and then I absolutely, positively hate counters cluttering the
with bigger guns getting more Damage Dice than roll dice, just as you would with a gun – there table, and try to avoid them whenever possible.
their smaller counterparts. Critical hits were also had to be some sort of delay built in to give the
tinkered with, allowing you to reduce a target’s feel of the torpedoes travelling). Instead, targets In the end, we went for a slightly more abstract
speed, blow off the occasional turret and, very of torpedo attacks now have a counter placed system that reflected the use of subs as ambush
rarely, get that Hood-destroying magazine hit. next to them when the attack is declared. It is units. Basically, you nominate an area of the table
only resolved later in the turn, thus giving that that each submarine is patrolling. You can reveal
9
Wargamer
it at any time in order to make an attack (or be Battles and Campaigns and I would advise everyone playing Victory at Sea
forced to reveal it by sub-hunters), and then pray to play a few scenarios and then leap straight into
you can survive the inevitable retribution when There are two types of scenario included in the a full blown campaign – it will not take months to
you sink your enemy’s battleship! book – general ‘engagements’, which range from play, and is great fun!
simple two-fleets-enter-one-fleet-leaves battles to
The Fleet Lists ambushes and carrier duels. Then there are the Counters
historical scenarios which cover most of the major
I started by drawing up a list of the war’s most clashes in the Atlantic, Mediterranean and
As with A Call to Arms, we do not require players
famous ships and began statting them up. Then Pacific.
to invest in huge amounts of miniatures to
the Playtest teams got involved and started begin playing this game – one or more counters
demanding more and more vessels, most of which No doubt players will soon develop their own
of every ship and aircraft in the lists is included
they insisted we just had to have! It quickly favourites among these battles, though unless you
with the main rulebook, and a cheap counter
became obvious that space in the rulebook would are good at rolling devastating critical hits, expect
expansion pack is also available if you want truly
be at an absolute premium, and many of the ships the Bismarck’s encounter with the Hood to go a tad
immense battles without splashing out on metal
and aircraft we created did not make the final differently than what happened in real life!
equivalents.
cut.
One of the things that ‘makes’ A Call to Arms,
Personally, I would urge you to check out the
In the end, we ended up with fleet lists for the I believe, are the rules for playing out entire
ranges of Navwar and other manufacturers, as
Royal Navy, Kriegsmarine, US Navy, Imperial campaigns, taking enemy territory star system
games always play better with models. But the
Japanese Navy, and various ships from Italy and by star system. After a few tests, it soon became
option is there.
France, along with some civilians. clear that the same mechanics could be used for
Victory at Sea, with just a few less asteroids and a
I had to fight tooth and nail for the last two, as few more squalls.
there were many calls to drop them in favour of
including more ships from the ‘Big Four’. Italy, However, whereas A
I felt, had to be kept because they are the perfect Call to Arms relies on
foil for Royal Navy fleets in the Mediterranean. randomly generated
The French fleet. . . well, what can I say? I had a maps, we had the real
French girlfriend at the time and having the ships world to play with in
in the list gives Royal Navy players the opportunity Victory at Sea. Going
to bombard vessels while they rest in harbour. after your opponent’s
main supply base is
As good reasons as any. . . exciting enough in the
universe of Babylon 5.
So, what we have in the main rulebook are pretty However, things really
much every major vessel for these fleets, as well as begin to hot up in
some of the more esoteric ones – the Kreigsmarine Victory at Sea when you
even get the chance to mess around with the send your main armada
never-completed Graf Zeppelin aircraft carrier. to recapture Malta! Just
Me? I am a dedicated Royal Navy fan, and an adding real world names
ardent admirer of the HMS Nelson. to the campaigns added
so much to our games,
10
Wargamer

Future Games and Expansions


Whenever a game is released, one of the first
questions we are asked is ‘what is coming next?’
Gamers have an insatiable appetite when it
comes to systems they love, and the presence of
additional support for a game is an important
factor in deciding whether to invest the time to
learn and play it. Main Rulebook
Whether or not we release additional $29.95/£20
supplements for Victory at Sea will very much
depend on you chaps – if the game proves
popular, we will endeavour to provide everything
you ask for. Regardless of sales, however, we
have a veritable fleet of expansion rules that will
be printed in Signs & Portents over the next few
months. For a start, there are all the ships and
aircraft (lots of aircraft!) that did not make the final
cut in the main rulebook. Then there are our very
excitable Salty Seadog playtesters who, throughout
the creation of the game, constantly worked on
bits and pieces to expand it in the direction they
personally wanted to see it go – I have already seen
drafts of Z-Plan fleets, Russian ships, and MTBs,
and I know Ian has been deluged with many more
suggestions, so you won’t be lacking for additional
material once you have exhausted the rulebook.
And best of all, it will all be appearing here in
Signs & Portents, for free! Counter Sheets
We have also begun discussing other games that $19.95/£15
can use the Call to Arms/Victory at Sea system
– clearly a game based in the World War I
Dreadnought era would be a very easy conversion.
Then again, I grabbed a print out of the Victory
at Sea rulebook the other day and started crossing
out rules and jotting down notes for a system that
could cover both pirate battles and the Napoleonic
Wars. Even statted up the HMS Victory.

Hmm, perhaps another article is due. . .


11
Wargamer

Narn T‘Rakk
Frigate
A Simple Conversion for Narn Fleets
Matthew Sprange

Narn fans have been lobbying us to do rules for T’Rakk-Class Frigate Skirmish
the Narn T’Rakk almost since A Call to Arms was
released – we are proud to present them here to Speed: 10 Crew: 36/5
conicide with the release of the gaming model. Turns: 2/45o Troops: 3
Hull: 5
Damage: 28/4 Craft: None
Special Rules: None In Service: 2213+

Weapon Range Arc AD Special


Heavy Plasma Cannon 18 B 3 AP, Double Damage
Particle Beams 8 F 6 Weak
Particle Beams 8 A 6 Weak
Particle Beams 8 P 10 Weak
Particle Beams 8 S 10 Weak

Narn mass production being what it is, the wings of the T’Loth assault cruiser were
produced in great numbers, often completely outstripping the amount of cruiser
hulls being constructed. Many were therefore refitted as ships in their own right, a
process made easier by many of the engine and weapon systems being located within
the wings of the T’Loth anyway. An over-sized reactor and additional control systems
were added, making the ship fit to fly. Though possessing short-ranged weaponry
only, the T’Rakk nonetheless packs a
heavy punch for a small ship.
T’Rakk-Class Frigate
13
Wargamer

a new type of
warfare
Introducing Battlefield Evolution
Matthew Sprange

Next month sees the release of Battlefield Evolution, the first of Mongoose’s
‘new style’ of miniatures game. All such ‘Evolution’ games (and Starship
the setting
Troopers Evolution will be the next to follow) will have the following in 10-15 years from now. . .
common;
The world is becoming a more dangerous place. Across every nation, radical
• Expert-level pre-painted miniatures ideas and uncompromising doctrines hold sway over entire populations, while
• Box sets including pre-painted governments fight over dwindling resources.
miniatures, rules and unit cards Peace is a distant dream as every state prepares
• A common rules system for the war it knows is coming.
All this means you can build up armies quickly The United States jealously guards its
and easily, without needing to spend a month technology from a growing European
or more building and painting your forces. Federation that is fast becoming its military
You will also be able to begin playing soon after equal, while sovereign states of the Middle East
buying the first box set, as the core rules for all have joined together to form an alliance against
Evolution games are the same, with unit cards aggression from within as well as without. And
providing special rules for each unique unit. in the Far East, the entire world stirs as a newly
Learn one Evolution game, and you will know revitalised China flexes its muscles, determined
them all. that the 21st Century will belong to no other.
The result is a game system that is easy to get to From small bush wars to full scale conflicts
grips with, can transfer itself to many different devastating entire nations, the militaries of the
settings, and yet make each setting feel very different due to the combination world clash as each attempts to force its own agenda forward, or defend
of units and their special rules. In Starship Troopers Evolution, for example, what it has already managed to claim. The latest weapons and technology
units tend to be tough and armed with powerful weaponry. In Battlefield are employed to give fighting men and women the best chance of survival
Evolution, even elite units must make the best use of cover if they are not to in the field, from the latest airpower and armour to fully-integrated infantry
get cut down by the first machine gun that is fired. combat systems.

Happy Xmas! Who will become the next dominant superpower?


14
Wargamer

the rules The rules sheet that comes with each box set is just one part of the game,
however. What gives each game its flavour are the unit cards. These are far
You can find the actual rules system for all Evolution games a few pages after more than a simple collection of statistics and scores. Each includes a range
this article. This is the basic framework on which all future games will hang of special rules that tend to be unique for each game, meaning Battlefield
upon and, as you will see, the rules are quite simple to get to grips with. Evolution will play very differently to Starship Troopers Evolution. As
you can see here, units in Battlefield Evolution follow the strict squad
As veterans of Mongoose games will soon see, it is based on the original organisation of real world armies and have access to contemporary and new
Starship Troopers rules, though there are important differences. You only future weapons.
get one reaction per unit now, forcing you to make some important choices
during each turn, though you can now also react when under fire. However The use of these unit cards opens up the game to an amazing degree not
far away the enemy is. There are rules for suppressing enemies by weight of possible with the ‘standard’ model of wargames publication. Separate
fire, and the terrain/cover rules have been greatly streamlined, meaning no army books are no longer required, as we can simply release a new box set
more confusion or arguments! The classic Starship Trooper influences are (complete with models and unit card) without having to front load several
still clear – multiple actions for units, reactions, and so on. units together in a release schedule in order to support such a book. Nor do
players have to buy multiple books every year just to stay current with the
rules. The core rules will never change and unit cards will provide all the
expansion material you could ever need (along with supplementary material
found here in Signs & Portents, which is a free download!).

the armies
There are four armies to choose from in Battlefield Evolution, and each will
receive at least one new unit every month, allowing you to constantly expand
your force while providing something new to try every month. To begin
with, you will find the basic units available for your army, including infantry
squads and armoured vehicles. As time goes on, more esoteric and futuristic
units will appear, a few of which are detailed below.

united states marine corps


The original gung-ho military service, with all the technology provided by
the USA. The USMC features rock-steady troops and superior firepower.
The first units to be released in January are the USMC Infantry Squad and
M1A2 Abrams main battle tank. The infantry of the USMC have access to
the Land Warrior combat suite, advanced technology that integrates them
into a digital battlefield and enhances their effectiveness in war.

Future Units: Shadow RST-V, Force Recon Team, AH-1Z Super Cobra,
Talon Sword Team, Predator UAV.
15
Wargamer

european federation task advanced rules


force The rules sheet and unit cards found in each box set will take you a long way
into discovering the thrill of warfare in the near future. Appearing in March
Drawing from the finest elements of every nation on the continent, the Task will be the Battlefield Evolution main rulebook, opening up the game to
Force enjoys a diversity unmatched by any other force. You also have the include a wide range of new options. Army lists will allow you to construct
option to play the army of just one country within the Federation. The first realistic forces, while new scenarios present a new range of tactical problems,
European units will focus on the British Army, and include the British Army from launching an attack in an urban environment to sending a single special
Infantry Section and Challenger II main battle tank. The British Infantry forces squad to assault a valuable target,
use the FIST combat suite, similar in many ways to the American Land
Warrior system, and many other European armies are developing their own Advanced rules bring artillery into the game, as well as mine and airborne
versions. units. Want to fly your elite squad onto the battlefield in a helicopter, then
rappel down to take a critical objective? This book makes it all possible. . .
Future Units: SAS Section, Leopard 2 140mm, French Foreign Legion
Squad, Future Lynx, AS-665 Tigre.

the future of warfare


middle eastern alliance
Battlefield Evolution is the first in a new series of games that combines easy
Covering a range of forces from government troops to militia desperately to understand but in-depth rules with high quality pre-painted models. We
trying to hold back the tide of oppressors eager to snatch their country’s are organising a great deal of support for this game, from demo teams to
resources. This army does not always enjoy the latest in technology but online campaigns that will enable you to chart the progress of your forces as
it gains weaponry from a wide variety of sources and has no shortage of they engage in huge wars in various trouble spots around the world. Articles
volunteers. The MEA’s first unit is an extremely flexible infantry squad here in Signs & Portents will provide new advanced rules and scenarios, as
armed with AKs and RPGs. well as ideas for modellers who want to adapt their pre-painted models and
create a unique looking army.
Future Units: Technicals, Fedayeen Squad, Zulfiqar main battle tank,
Mirsad-1 Team, Desert Iris FAV. This game charts the progress of modern armies into the next decade,
allowing you to use the very latest hardware before it makes an appearance
on a real battlefield. New forces are already being planned, and it is time for
people’s liberation army you to make the choice of which nation you will fight for as the world enters
a new dark age.
Often regarded as a second-rate force, the Chinese PLA of the near future will
have access to not only unlimited manpower but also technology that can
catch a western commander off balance if he has too many preconceptions.
January sees the release of the PLA Infantry Squad and Type 99 main battle
tank. The Type 99 gives a little ground to Western armoured forces but is
cheap enough to outnumber them in larger battles. While the infantry have
no advanced combat systems, they are arranged in large squads with a wide
spread of weaponry, allowing them to engage any target,

Future Units: WZ-551 IFV, EQ2050 Air Defence System, Sniper Team,
WZ-10 Attack Helicopter, J-12 Multirole Fighter.
16
Wargamer

W
ant to write for your favourite gaming publisher? Want to get paid for If you want to write new rules for a game, then be our guest. We cannot promise that
it? Got a great idea for an article? If the answers to these questions are we will like what you have done, but you will get constructive criticism in return, and
‘yes’, then Signs & Portents Wargamer wants to hear from you. not just a terse one-line rebuff.

Where to Start… Editing


We will need a brief synopsis of your intended article, no more than one page long. It is a painful fact that whatever you write, it will get edited. That is why editors exist,
Also include a paragraph or two of your actual writing style, so we can see whether after all. Even this passage will have been edited. If you can get over this hurdle you
you have what it takes and any samples of previously published work. If we like are well on your way to attaining the mentality needed to be a writer. It will help if you
what we see, we will commission a first draft from you and you will be on your way can handle criticism as well. Take it from us – writing is a tough business. Just ask any
to becoming a Mongoose contributing writer. And every article we publish will be author doing the rounds looking for a friendly publisher.
paid for…which is nice.
We have various house styles that we use and you do not need to know them. As long
as your submission is literate and tidy, we will do the rest.
Things to Remember
Provide your full details, including name, address and email address if available.
Little Details
Supply articles via email or on disc. We can read most formats, although MS Word If you are not sure how long your article is, assume around 800 words fit on one page. Do
is always a safe bet. not use the word processor’s page counter as a guide. By the time it has been edited, laid out
and had artwork added, it will look nothing like that screen of text in front of you.
You will be provided with a style guide when we commission your article. Make
sure you read it! Remember to run the article through a spell checker before you send it in. It will still get
proofread, but it shows willing. Anything not spell checked will be rejected straight away.

Subject Matter
First and foremost, the article has to be based on one of our product lines. That Legal Requirements
is not as limiting as it sounds, however. With Starship Troopers, A Call to Arms, Be aware that to work for Mongoose Publishing, you will have to sign a contract with us.
Gangs of Mega-City One and Mighty Armies all well established, you already have There will also be a commissioning form for each specific story. Any work which you
plenty of options. Do not forget miniatures for other gaming lines. We already then generate specifically for Mongoose Publishing under the terms of that agreement will
have Lone Wolf and Paranoia miniatures, so why not come up with some cross over belong to Mongoose Publishing, together with all the publishing rights.
rules? If you have ideas for any of our games we want to hear them.

So, you have chosen your game, but what do you actually write about? Scenarios are Who do I write to?
good. In fact, we love them. Give me a scenario to edit and I am a happy camper. Signs & Portents
Perhaps you want to discuss the philosophy of a game. That’s good. We encourage Mongoose Publishing
intellectual thought process around here. If you have something meaningful to 52-54 Cricklade Road
say, then try us out. If we don’t like it, we will tell you. Think hard before you try Swindon
humour though. With guys like Jonny Nexus about, you will need to be sharp if Wiltshire
you want to break in. If you think you have what it takes, though, then feel free to
SN2 8AF
try your hand. Just be prepared to be told you may not be as funny as you think
you are.
UK
email: ibarstow@mongoosepublishing.com
17
Wargamer Happy Xmas!

Exclusive
Worldwide
Rules Preview!

Welcome to the battlefield of the near future!


Battlefield Evolution is a fast-paced and easy to learn pre-painted miniatures game, Building an Army
with enough tactical depth to keep you hooked for years. You will command small An army can be as small as a single squad or feature over a hundred soldiers,
forces based on real world armies of the near future, and attempt to overwhelm supported by trucks, tanks and helicopters. Every unit in the game is assigned
your opponents with tactical skill and a dose of luck! a points value, as shown on the unit card that it comes packaged with. As you
collect units, add their points values together, as this will show you just how large
Miniatures Gaming and powerful your army is.
Miniatures gaming is a hobby whereby players collect armies of model soldiers
and vehicles, and then take part in games against like-minded opponents. Played The points value of your army must be agreed on with your opponent before the
on a table arranged with terrain ranging from open fields to burnt out city streets, game begins, with the value of your combined units adding up to no more than
miniatures gaming allow you to act as a general, directing your forces in a cunning this amount. We recommend your first battles are played with forces of no more
battle plan designed to bring you total victory! than 250-500 points each, though you can quickly scale up once you become used
to the rules. Battlefield Evolution can be played with thousands of points on each
You can think of it as chess but; side, making it a true battle game!

• With freeform movement – you are not restricted to squares. Before the Battle
• With random elements - troops pinned down by enemy fire may be in Once you have your army and an opponent, there are just a couple of things you
real trouble, but the might surprise you and start fighting back. need to do before battle can commence. You will need a flat playing surface, such
• With far prettier models! as a kitchen or dining room table – though many players invest in a dedicated
gaming table, complete with modelled terrain. You can find examples of such
Using the rules of a miniatures game, and aided by a few models, some dice and a tables on our web site. You will also need several six-sided dice and at least one
tape measure, you will be able to lead your armies across the battlefield, dodging a ten-sided dice.
hail of incoming fire, before unleashing your finest troops against your enemy.
Your playing surface should have plenty of terrain placed upon it – again, you can
Battlefield Evolution use piles of books or boxes to simulate buildings, walls and hills, though many
The Battlefield Evolution miniatures game is based on supposition and projection players soon progress onto model houses, woods, factories, and so on.
of real world armies in the near future, featuring new technologies that are just
around the corner – you will be among the first to experience how such weapons Once the table is ready for play, you and your opponent should roll one dice each,
and equipment can affect the modern battlefield from the point of view of a soldier. re-rolling any ties. The winner chooses a long table edge and must then choose
There are several different armies to collect, each with a wide range of units and to set his army up first, and take the first turn, or set his army up second and take
tactical abilities the second turn.

Battlefield Evolution is usually played by two people over a table, with each When setting up an army, each unit is placed no more than 12” from the long
in command of a single army, such as the Middle Eastern Alliance, European table edge.
Federation Task Force, People’s Liberation Army or the United States Marine
Corps. This assumes the 6 ft. x 4 ft. gaming table. If you are playing on a table of a
different size, the two armies should be no closer than 24” apart.
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Wargamer

Card Front
Title: The name of the unit Value: The points value
of the unit
Faction: Which army the unit belongs
to
Materiel: Which models are included
in the unit as standard
Unit Options: Any options the unit can take
are listed here, along with any changes in its Close Combat: How many dice each model
Value in the unit rolls when engaged in close combat.
(2xD6, for example, means roll two six-sided dice,
Move: How far each model in the unit can but do not total the result – each dice is treated
move in a single Move action separately)

Size: The Size score of Armour: The number that must be rolled if a
each model in the unit model in the unit is hit by an enemy
Target: The number an enemy has to roll Kill: If this number is rolled when an enemy
when making an attack against a model in makes an attack, the model is immediately
this unit
Unit Type: This is used with the Battlefield Evolution removed, whether it has armour or not!
Advanced Rulebook and can be ignored for now

Card Back
Range: The maximum distance across
which a weapon can be used to attack
an enemy model Damage: The dice
rolled when a weapon
is used

Special Rules: Many unit have special


rules that allow them to do things in the
game that other units cannot even attempt.
Special rules allow you to do things not
normally permitted in the rules!

Happy Xmas! Happy Xmas!


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Wargamer

Playing the Game Move Actions


A battlefield is a confusing place, with many things happening at once. In order to Every unit in Battlefield Evolution has a Move score which shows how far it’s
make sense of things, games of Battlefield Evolution take place over several turns. models can travel across the table, in inches, with a single Move Action. A model
The player who set up his army first will take the first turn. In your turn, you will need not move in a straight line and can make any number of turns to face in any
have a chance to move and fight with each unit you have on the table. Once you direction you wish. A British Army soldier, for example, can move 4”. Of course,
have finished, your opponent then has his turn to move and fight with his units. if he takes two Move Actions, he can travel a total of 8” in a turn.
This continues until the battle is complete and a victor is declared!
Terrain
Note that you may always ‘pre-measure’ distances in Battlefield Evolution, Terrain in Battlefield Evolution is anything that is placed on the table that is not
allowing you to check to see if an enemy is within range before making the a model – this can be anything that is part of the landscape, such as buildings,
decision to fire, for example. woods, rivers, and hills. You will quickly find that the more terrain you use, the
better the game, as your units will have a chance to leap behind walls and dodge
Unit Leaders behind buildings in an effort to avoid incoming fire. If you just play on a flat
Every unit in the game has a unit leader, as listed on its unit card. All models in ‘desert’, you will soon discover your troops get mowed down by the first machine
the unit must end every action within 6” of their unit leader. If a model is ever gun that gets fired!
more than 6” away from its unit leader, or if the unit leader is killed, then it will
be out of command, losing its next two actions. Models that are out of command Units moving through terrain will find their progress hindered. Whenever a model
may only make reactions (see below). After two actions have been missed, you moves across terrain, halve its Move score (you may, optionally, agree with your
may nominate another model in the unit to become unit leader, so long as the opponent that some terrain, such as tall cliffs and high-rise buildings, is impassable
original unit leader has been removed from the table. A unit leader of one unit and may not be moved through at all).
may not act as unit leader of another.
Shoot Actions
Simply moving about will not win you a battle – you have to destroy the enemy as
Actions well, and guns are always a good way of doing that!
Whenever you decide to do something with a unit in your army, it will have two
Actions – every model in the same unit will perform the same action. There are Fire Zones and Line of Sight
four types of Action in Battlefield Evolution; Before you can shoot at an enemy unit, the models in your unit must have a Line
of Sight to the intended targets. In all cases, Line of Sight is traced as a straight
Move: Allows the unit to walk, run or otherwise travel across the battlefield. line from the centre of each of the firing models to the centre of what is called the
Shoot: Allows the unit to begin gunning down the enemy! Fire Zone (this need not be an enemy model, and can in fact be open ground, if it
Charge: Allows the unit to rush into close combat to tear the enemy apart! is advantageous in fitting more enemy models within the Fire Zone). A Fire Zone
Ready: Allows the unit to prepare itself to do something unusual, like take aim is simply a 6” radius – when you roll Damage Dice for your unit’s shooting, you
with a sniper rifle or plant a bomb. These require special rules found on your unit can only attack models completely or partially within this Fire Zone that are also
cards where applicable. within Line of Sight. All models in the unit must use the same Fire Zone.
A unit can do any combination of two Actions. For example, a squad about to be Line of sight has three possible categories.
overrun by the enemy might choose two Shoot Actions. Their friends trying to
flank the enemy might choose two Move Actions, while another squad near the Clear: No terrain (or terrain that does not block line of sight, such as a river or
frontline might choose a Move Action followed by a Shoot Action. A unit must swamp) exists between attacker and target. No effect.
complete both of its actions before you can start making actions with another
unit. Obscured: Terrain interrupts Line of Sight but both models can still partially see
one another (that is, terrain hides part of the target model). The target gains a +1
Let’s look at these Actions a little more closely. bonus to its Target score.

Blocked: Terrain interrupts Line of Sight so neither model may see the other. No
Line of Sight possible.
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Note that attacking models within the same unit will never block or obscure Line All models have two scores which you need to aim for when attacking them – a
of Sight for each other – effectively, you can shoot ‘through’ models in the same Target score and a Kill score. If you roll equal to or greater than the model’s
unit, as it is assumed they will manoeuvre out of the way of one another. However, Kill score, it is automatically removed from the battlefield. You have dealt it a
models not in the same unit can block or obscure Line of Sight. grievous injury or even killed it outright!

Every model with a weapon can use it to attack any enemy that it can see and is If you merely roll equal to or more than a model’s Target score, then it will have
within range (range is measured to the centre of the Fire Zone, not to each enemy a chance to use its Armour to protect itself. Your opponent must roll one six-
model within the Fire Zone). Each model can only use one weapon in a Shoot sided dice and score equal to or greater than his model’s Armour score in order to
action, no matter how many weapons it possesses. The standard L85A2 assault survive. A roll of 1 for Armour is always a failure.
rifle of the British Army, for example, has a range of 24”. Every gun also has a
set number of Damage Dice, which are rolled to see if a target has been hit – the Suppression
L85A2 uses one six-sided dice (some very powerful weapons, such as machine Another important factor in modern warfare is Suppression. When the bullets
guns or cannon use several six-sided dice or even ten-sided dice!). start flying, even the most hardened troops have a tendency to keep their heads
down!
Cover
Cover in Battlefield Evolution is any piece of terrain that models may move If a unit is allocated at least as many damage dice in a single Shoot action as it
through and still have Line of Sight drawn to them. This includes low walls, had models then it will immediately lose its next action, and may only Move as a
woods, hedges and ruins. reaction. If this happens more than once during a single turn, it will lose a total of
two actions. A unit may never lose more than two actions from Suppression.
Cover will help your units survive incoming fire by making them harder to hit. A
model has to be touching (on the opposite side of the terrain to the firing model) Charge Actions
or within suitable terrain to take advantage of Cover. Otherwise, the terrain can If an enemy is in Cover, he can be very hard to defeat – sometimes, you might find
only obscure or block Line of Sight (see above). it useful to simply charge and root him out with close combat!

For the purposes of Line of Sight, a firing model may ‘see through’ any Cover When a Charge action is made, you move your models up to their Move score
within a number of inches equal to its Size score. It may also ‘see through’ any towards an enemy unit. If you succeed in touching an enemy model with one of
Cover within a number of inches to the target model that is equal to the target yours, they immediately fight in close combat.
model’s Size score. Models, if within terrain, may always claim Cover rather than
just have an obscured Line of Sight. Roll your model’s Close Combat dice, as shown on its unit card. You can
potentially attack as many enemy models as you have Close Combat dice, so
Cover grants a +2 bonus to both Target and Kill scores against shooting attacks. A long as your model is touching them. As with shooting, if you beat your enemy’s
model can benefit from Cover or obscured Line of Sight, never both. Target score, you will force an Armour roll. If you beat its Kill score, you will
destroy it outright. Discard all Close Combat dice that roll a natural ‘1’.
Shooting
Roll Damage Dice for your entire unit. Discard all Damage Dice that roll a natural After close combat has been completed, move the model with the smallest Size
‘1’. These represent missed shots or ammunition jams. score 2” directly away from the other. If both models are the same Size, move
the model that was attacked 2” directly away. The model that was attacked, if it
The highest scoring Damage Dice must be allocated to the nearest model within survives, may now react as normal.
the Fire Zone, the next highest scoring Damage Dice to the next nearest model,
and so on. If all models within the Fire Zone have been allocated a Damage Dice,
then you are free to allocate any remaining Damage Dice to models as you see
Reactions
What makes Battlefield Evolution different from many other miniatures games is
fit.
that units get to react to enemies who get too close. After all, if you saw several
enemy soldiers charging towards you, you would not wait around to get beaten up,
Note that friendly models within a Fire Zone are potential targets as well!
and if you are playing a game, you don’t want to hang around for twenty minutes
However, a model may never be caught within a Fire Zone that it helped create
or more while your opponent moves all his models – you want to play as well!
itself (in other words, models cannot shoot themselves!).
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Reactions in Battlefield Evolution allow you to take an active part in your Advanced Rules
opponent’s turn, and they may just save a few of your units from certain death. If you have enjoyed playing Battlefield Evolution using this rules sheet, be sure to
Whenever an enemy unit completes an action within 10” of any model in one of look out for the Battlefield Evolution Rulebook – a meaty hardback that continues
your units, the entire unit may immediately make a free Shoot or Move action. lots of advanced rules, including more detailed terrain, full platoon army lists,
You may move in any direction but any shooting must be aimed at the unit that artillery, aircraft, scenarios and much more.
caused the Reaction.

You may also react when you get shot at! Whenever an enemy unit completes a
Mongoose Publishing
Here at Mongoose Publishing, we love miniatures and miniatures gaming, so you
Shoot action against one of your units, that unit may make an immediate Move
can always be assured of plenty of support for our games.
or Shoot action. If a Shoot action is taken, it must be against the enemy unit that
Web Site: The main Mongoose web site has its own dedicated Battlefield
triggered the reaction.
Evolution page where you can keep track of our latest releases and download free
scenarios and updates to the game! See us at www.mongoosepublishing.com.
A unit may only make one Reaction in every turn, no matter how many times an
Signs & Portents: Our monthly online magazine is free and contains many
enemy moves close by or shoots it. If a unit is in cover and is reacting to a Charge
exclusive articles and previews that you just cannot get elsewhere. From complete
action, it may make the Reaction after the target has moved but before any Close
campaigns to new rules for your army, expect to see the latest issue available on
Combat dice are rolled.
the 1st of every month.
Forum: There are thousands of Battlefield Evolution players all over the world,
Finally, you can never react to a Reaction!
and many of them visit our forums to discuss the game, what tactics to use and
how to build an effective force. They are a friendly and helpful bunch, so drop in,
Facing introduce yourself and let them know what army you prefer!
The majority of units on the modern battlefield are fast-moving and agile. In most Tournaments: At conventions worldwide, you will find Battlefield Evolution
cases, you do not need to worry about which way a model is pointing when you tournaments and demonstration games to participate in. This is a great chance to
move it, as it is assumed it can turn quickly enough to face any threat. play against different people and maybe learn something from their tactics!

Some models (such as armoured vehicles) have special rules that require you to
know how it is facing. You will find that some units can only fire weapons into one
facing. If a unit has a weapon that is Front facing, for example, it cannot target
models that are to its Rear or Sides. Alternatively, if an enemy is within the Side
or Rear facing of an armoured vehicle, he may be able to take advantage of weaker
armour. Your unit cards will tell you whether this applies to any of your units.
Each of the facings is a 90 degree arc measured from the centre of the model.

Victory and Defeat


Once an army has been reduced to a quarter of the number of models it started
with (rounding down to a minimum of one), it is immediately Shattered. When
working out whether your army has been Shattered, you may only count models
that are actually on the table – models that have not yet been deployed (normally
because of special rules that apply only to them) are not counted. Models carried
by other models that are on the table such as in transport vehicles) are counted as
normal.

A Shattered army has lost the battle, and its units can be assumed to either be
wiped out or fighting hard to retreat. The opponent gains bragging rights.
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Giant Slaying
One Narn Fleet Versus The Traveller

Greg Smith

The Narn discovered the world of Sigma 957 in 2235. It was a mystery to
them why no other race had settled this resource-rich planet. It was apparently
Historical Note
a perfect world to supply their regime with the minerals it desperately needed The alien destroyed three G’Quan-class heavy cruisers in short order and the
and they immediately established a mining colony. remainder of the Narn fleet fled. The Narns abandoned the colony shortly
afterwards.
They quickly found that the star system was home to a huge alien spacecraft,
which appeared and disappeared at random intervals and without warning.
No Narn vessel could get close to the extraordinary ship, if indeed it was Narn Regime Fleet
a ship and not a being of some kind. Any attempt at communication or
analysis resulted in the Narn vessel being destroyed by the alien. Four G’Quan heavy cruisers
Two Rothan plasma destroyers
Never ones to give up without a fight, the Narns sent a fleet to destroy the Four Ka’Toc battle destroyers
alien craft. Two scout ships approached the planet, to lure it out. The Two Sho’Kar light scout cruisers
remainder of the fleet jumped in from hyperspace and launched a ferocious
attack on the giant ship. The Narn ships have Crew Quality 4, except the two Sho’Kar scouts, which
have Crew Quality 3.

Alien Fleet
The Traveller

Pre-Battle Preparation
Place a habitable world (Sigma 957) in the centre of the map. No other
stellar debris is used.

The Narn player should deploy two Sho’Kar scouts within 6” of the planet.
The Traveller is also deployed within 6” of the planet. The Narn player then
places the rest of his fleet in his deployment zone. The Narn may keep as
much of his fleet in hyperspace as he wishes, except the two scout ships.
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Scenario Rules Victory and Defeat


None. The Narn player wins if he destroys the Traveller or forces it to withdraw.
If the Traveller destroys two G’Quans and any five other Narn ships, the
Traveller’s player wins. Otherwise the battle is a stalemate.
Game Length
Until Victory is achieved.
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THE GORLITH
CAMPAIGN
Part Two of our Linked Starship Troopers Scenarios
Matt Thomason

The Story So Far


“Gorlith Eight, a mineral rich
planet on SICON’s must-have
list. We were fighting both the
Skinnies and the Arachnids for
control, although it seemed a
tentative alliance with the Skinnies
was in the works – they were
working on a weapon designed
to remove the Arachnid presence,
and SICON wanted it, going as far
as lending them our assistance in
order to gain their trust. It looked
like the Bugs had found out what
was happening as well – they were
finally moving in force to take the
Skinnie base.”

Excerpt from the recordings of Vargas,


Private L, FedNet reporter assigned
to the 2nd Platoon, B Company, 2nd
Battalion, 1st Regiment , 4th Mobile
Infantry Division. “Anderson’s
Assassins”.
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Scenario Six: Sweep The Area Setup


The table is set up as outlined in the diagram (or as close as you can get
The Bugs have withdrawn from now, after causing serious damage to the it with your terrain collection), with a canyon running along the northern
Skinnie installation. Luckily the main buildings are still intact, but there are (top) edge of the table. The canyon can be represented by a strip of dark
numerous holes in the defences. Another strike will likely overwhelm the coloured paper or card.
small force assigned to the area.
The Arachnids deploy up to 12” from the southern edge of the table (bottom
The M.I. have volunteered to conduct sweeps of the surrounding area to of the diagram). The M.I. deploy in an 8” wide area adjacent to the canyon,
look for signs of an inevitable second Arachnid attack on the facility. at least 18” from the eastern and western table edges.

M.I Briefing Special Rules


The Assassins have been split between three patrols. While two patrols came The M.I. may retreat models off the table if they wish. The ground here is
up clear on their routes, Sergeant Parker’s patrol was ambushed by a small mostly extremely dense rock, so the Arachnid forces may not use tunnels.
Arachnid force while checking out a canyon on the edge of their patrol
route. Scenario Length
This scenario lasts until the M.I. forces are destroyed or have retreated off
M.I Forces the table.

Sergeant Phil Parker (Morita and Lizard Line) Victory Conditions


Four power suit troopers (Morita and Lizard Line) Whichever side first reduces their opponents models to 50% of their original
One power suit trooper (Hel Infantry Flamer and Lizard Line) number (counting models, not points) by either killing them or driving
Private Leon Vargas (Morita and Lizard Line) them from the battlefield wins the scenario.

Alternatively, you may replace this with any 250 point force of your
choosing.

Arachnid Briefing
A small group of Arachnids have been left behind during the withdrawal
from the area. While the main force regroups to prepare a stronger offensive,
these Warriors have encountered a human patrol. The Brain Bug has
requested that they attempt to capture one of the humans to provide valuable
intelligence on the activities of the Skinnies with whom they now appear to
be co-operating.

Arachnid Forces

Three units of six Warrior Bugs

Alternatively you may take any 270 point force of your choosing.
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Wargamer
Squad One:
Scenario Seven: Sergeant Phil Parker (Morita and Lizard Line)
Bug Central Part One Three power suit troopers (Morita and Lizard Line)
One power suit trooper (Hel Infantry Flamer and Lizard Line)
One power suit trooper in M9 “Ape” Marauder Suit
Private Leon Vargas (Morita and Lizard Line)
“Reports had come in that an orbital scan had picked up a large Skinnie “Advisor” (Constrictor Rifle)
bug nest, with more of their forces converging on the position.
SICON were convinced that a Brain Bug was present, and wanted Squad Two:
it eliminated. The cost to the Arachnid battleplan would surely be Sergeant (Morita and Lizard Line)
heavy.” Corporal Selena McKintire (Morita and Lizard Line)
Three power suit troopers (Morita and Lizard Line)
Excerpt from the recordings of Vargas, Private L, FedNet reporter assigned One power suit trooper in M9 “Chickenhawk” Marauder Suit
to the 2nd Platoon, B Company, 2nd Battalion, 1st Regiment , 4th Mobile One power suit trooper (Triple Thud Grenade Launcher and Lizard Line)
Infantry Division. “Anderson’s Assassins”. Skinnie “Advisor” (Constrictor Rifle)

M.I Briefing Squad Three:


The Assassins have been assigned in force to part of the larger battle line, Sergeant (Morita, Lizard Line, Frag Grenades)
attacking three entrances identified as possible main tunnel networks. The Five power suit troopers (Morita, Lizard Line, Frag Grenades)
largest tunnel, to the south, is being hit by Lt. Angstrom’s Platoon, while Lt. One power suit trooper (Javelin, Lizard Line, Frag Grenades)
Voight’s Platoon takes the northern system. The Assassins have the central Private Sam Stahl (Morita and Lizard Line)
tunnel. Time is of the essence – Arachnid forces are converging on this point Skinnie “Advisor” (Constrictor Rifle)
so there is only a small window for the assault. The primary objective is to
locate and destroy the Brain Bug that SICON are convinced will be present.
The secondary objective is to plant nukes and blow the base, wiping out a Alternatively, you may replace this with any 1500 point force of your
large part of the Arachnid force – or at least causing them problems while choosing.
they dig their survivors out. The destruction of the Brain takes priority
– even buried it can still physically direct the rest of its forces, so it is vital
that it is terminated before the nukes are detonated.
Arachnid Briefing
Somehow, the humans have discovered our base. The decoy tunnels are
serving their purpose, as the Humans have split their attack with the strongest
The Skinnies have provided a small number of “advisors” to assist.
part of their force heading into the tunnels that first served as our base until
our burrowing hit an underground acidic river. Building the remains of our
original base into a trap was relatively easy, and will allow us to concentrate
M.I Forces our defence against the other two groups.
Lieutenant Abe Anderson (Frag Grenades, Morita and Lizard Line) A small group have been sent to the northern tunnels to distract the humans
attacking there. The bulk of our army is already converging on this point in
NCOs: order to mount a final assault on the Skinnie base, so all we need to do is to
Sergeant Major Brian Knight (Frag Grenades, Morita and Lizard Line) hold the Human attackers off and protect the Brain until they arrive.
Senior Sergeant Larry Moore (Morita and Lizard Line)
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Arachnid Forces Special Rules


The M.I. may not make use of the Skinnie Advisor’s “Ambush” rule – this is
The huge number of Arachnids present in their main base allow the Arachnid an assault, with little time for stealth. Once M.I. models (including Skinnie
player to select a 1000 points army of their choosing. Advisors) move onto the tunnel entrance they are removed from the board
– put them to one side as you will need them in the next scenario.
Setup
The table is set up as outlined in the diagram (or as close as you can get it Scenario Length
with your terrain collection). An impassable cliff lines the eastern (right) This scenario lasts for seven turns (at which point Arachnid reinforcements
edge of the table, containing a 6” wide tunnel entrance . arrive and drive any remaining M.I. from the area) or until all the M.I. are in
the tunnel entrance or killed.
The Arachnids deploy up to 12” from the eastern edge of the table (right of
the diagram). The M.I. deploy up to 12” from the western edge (left of the
diagram).
Victory Conditions
The M.I. win by getting at least six models into the tunnel entrance (marked
on the scenario diagram) before the seventh turn. The Arachnids win if they
prevent them from doing so.
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Scenario Eight: Bug Central Special Rules


At the beginning of each turn roll a D10 and consult the table below to find
Part Two out what Arachnid unit to place in the tunnel. There will only be one Brain
Bug, so ignore any duplicates if you roll it more than once. Neither the M.I.
This scenario is only played if the M.I. managed to get at least six models nor the Arachnids may leave the table until the scenario is complete.
into the tunnel entrance in the previous scenario. If they did not, count this
as an automatic win for the Arachnids and skip to Scenario Nine. D10 Arachnid Model(s)
1 D6 Warrior Bugs
“We had made it into Bug Central, with a mission to seek out and 2 D10 Warrior Bugs
destroy the Brain Bug controlling the arachnids in this area. SICON 3 D10 Tiger Warrior Bugs
weren’t convinced it was the only one on the planet, but it would
4 D10 Spider Bugs
certainly give us time to consolidate our position if we could take it
5 Mantis Assassin Bug
out.”
6 D4 Guard Bugs
Excerpt from the recordings of Vargas, Private L, FedNet reporter assigned 7 D6 Firefries
to the 2nd Platoon, B Company, 2nd Battalion, 1st Regiment , 4th Mobile 8 D3 Blister Bugs
Infantry Division. “Anderson’s Assassins”. 9 D3 Blaster Bugs
10 Brain Bug

M.I Briefing If you do not possess the model rolled, you may either reroll or replace it
Navigation in the bug tunnels is next to impossible – the closest thing the with something of equivalent value.
M.I. have to a plan is to just keep on going until they find the Brain, and
then terminate with extreme prejudice.
Scenario Length
This scenario lasts until the M.I. have killed the Brain Bug, or have been
M.I Forces wiped out.
Whichever models made it to the tunnel in the previous scenario.

Arachnid Briefing Victory Conditions


The M.I. win by killing the Brain Bug. The Arachnids will win if they can
The human forces have breached the outer chambers and are heading deeper
kill all of the M.I.
into the tunnels. Defend the Brain at all costs!

Arachnid Forces
Ensure you have access to as many Arachnid models as possible from the list
in special rules below. You will also need a Brain Bug.

Setup
Set up an area to represent a tunnel about 5” wide and 24” long on the table.
Deploy the M.I. at one end of the tunnel, in an area no more than 6” long.
The Arachnids will enter from the other end of the tunnel during play – see
special rules below for details. This represents a running battle between M.I.
and bugs as the M.I. move deeper into the base.
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Wargamer
Skinnie Soldier Unit:
Scenario Nine: Scouting Party Soldier Champion (Constrictor rifle)
Five Soldiers (Constrictor Rifle)
One Soldier (Constrictor Cannon)
“The Skinnies had finally revealed to SICON the secret of their new
weapon. A sonic emitter placed deep within the ground would set Three Raiders Speeder Bikes
up intense vibrations on a frequency that caused incredible pain to Or
the Arachnid nervous system. Not only would it take care of bugs on Skinnie Venerables Unit:
the surface, but those underground as well. Anyone else would feel Venerable Leader (Dual Laser)
the earth ‘humming’ beneath their feet, no worse than at a typical Venerable
industrial installation. This system could prove of great benefit to Venerable
colonies as they would have the means to protect themselves against
ground attacks by the bugs.” Alternatively, you may replace this with any 650 point force of your
choosing.
“Nobody knew whether the bugs were aware of the facts, but they
certainly knew something was happening at the Skinnie installation Arachnid Briefing
as a huge attack force was heading this way. The Skinnies sent a As an advance scouting force, your mission is to probe the defences of the
squad to attempt the capture of a live bug from an advance scouting Skinnie base. You were expecting the Skinnies to fall back and defend their
party we had been tracking, hoping to hand it over to SICON for installation, not to send an advance force out to meet you, but it is only a
psychic interrogation to ascertain exactly what the bugs did and temporary setback…
didn’t know.”

Excerpt from the recordings of Vargas, Private L, FedNet reporter assigned


Arachnid Forces
to the 2nd Platoon, B Company, 2nd Battalion, 1st Regiment , 4th Mobile
Two units of five Rippler Bugs
Infantry Division. “Anderson’s Assassins”.
One unit of five Firefries
Skinnie Briefing
Your force has been dispatched to intercept an Arachnid scouting party. Two units of six Warrior Bugs
The humans have techniques to pull thoughts from the minds of the Brain
bugs, and believe they may be able to use a captured Arachnid to obtain less Alternatively, you may replace this with any 600 point force of your
detailed information at a longer range. It may be a long shot, but as the only choosing.
other alternative is to sit and wait for the attack it appears to be worth the
effort. Setup
The table is set up as outlined in the diagram (or as close as you can get it
Skinnie Forces with your terrain collection).

Skinnie Soldier Unit: The Arachnids deploy in a 12” square area in the middle of the table. The
Soldier Champion (Constrictor rifle) Skinnies deploy up to 12” from the southern table edge (bottom of the
Five Soldiers (Constrictor Rifle) diagram).
One Soldier (Neural Beamer)
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Special Rules Scenario Length


Arachnids may retreat off any table edge. Skinnies may not. This scenario lasts until one side has been destroyed or driven from the
table.
Any Arachnid that has been defeated with a Constrictor rifle is assumed to
have been captured. Any other weapons will kill the target. Victory Conditions
The Skinnies can only win by being the surviving side in the battle and taking
at least one Arachnid prisoner. Anything else is a win for the Arachnids.
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Skinnie Forces
ENDGAME
Squad One:
There are three final scenarios – the choice of which is dependant on the Four Skinnie Soldiers with constrictor rifles
number of battles each of the three sides have won during the course of the Skinnie Soldier Champion with constrictor rifle.
campaign.
Squad Two:
If the Skinnies have won more battles than the M.I., run Scenario Ten. Four Skinnie Soldiers with constrictor rifles
Skinnie Soldier Champion with constrictor rifle.
If this is not the case, and the Arachnids have won more battles than the
M.I., run Scenario Eleven. Squad Three:
Four Skinnie Soldiers with constrictor rifles
If neither of the above circumstances apply, run Scenario Twelve. Skinnie Soldier Champion with constrictor rifle.

Squad Four:
Scenario Ten: Backstabbers Four Skinnie Soldiers with constrictor rifles
Skinnie Soldier Champion with constrictor rifle.
“The Skinnies had successfully test-fired their secret weapon, creating
sonic feedback that had disabled every bug in a fifty mile radius of
the installation. SICON had decided that we must have that weapon If the Skinnies won Scenario Nine, two soldiers may replace their weapons
at all costs – and we had been tasked with retrieving it.” with Neural Beamers and two may replace their weapons with constrictor
cannons.
Excerpt from the recordings of Vargas, Private L, FedNet reporter assigned
to the 2nd Platoon, B Company, 2nd Battalion, 1st Regiment , 4th Mobile If the Skinnies lost Scenario Nine, there is also a single Skinnie Venerable
Infantry Division. “Anderson’s Assassins”. (standard armament) present.

Alternatively, you may replace this with any 600 point force of your
Skinnie Briefing choosing.

The treacherous humans have broken the fragile treaty we worked so hard to
establish between our two races, and are trying to take the installation and
steal the secrets of the sonic weapon. The weapon only harms Arachnids M.I. Briefing
– they only had to ask and we would have gladly shared the technology with Despite the reservations of some of the troops to attack those we have been
them in order to combat the Arachnid menace. calling allies, orders are orders – SICON want this installation taken by
force.

Happy Xmas!
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Wargamer

M.I Forces Setup


The table is set up as outlined in the
Lieutenant Abe Anderson (Frag Grenades, Morita and Lizard Line) diagram (or as close as you can get it with
your terrain collection), with the outer
NCO: walls of the Skinnie outpost running
Senior Sergeant Larry Moore (Morita and Lizard Line) down the centre of the table. The outpost
walls need to be represented, as does the
Squad One: sonic weapon lab, but the other buildings
Sergeant Phil Parker (Morita and Lizard Line) are optional if you don’t have suitable
Four power suit troopers (Morita and Lizard Line) scenery in your collection.
One power suit trooper in M9 “Ape” Marauder Suit
Private Leon Vargas (Morita and Lizard Line) The Skinnies deploy anywhere within
their half of the table (on the left of the
Alternatively, you may replace this with any 550 point force of your choosing. diagram). The M.I. deploy within 6” of
the eastern table edge (on the right of the
diagram).

Special Rules
There are no special rules in effect for the
duration of this scenario.

Scenario Length
This scenario lasts until one side has been
utterly destroyed. There is no retreat, no
surrender.

Victory Conditions
Whichever side holds the battlefield
having destroyed all their opposition is
the victor.
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Squad Two:
Scenario Eleven: Protect The Sergeant (Morita and Lizard Line)
Weapon Corporal Selena McKintire (Morita and Lizard Line) in M8 “Ape”
Marauder Suit
Four power suit troopers (Morita and Lizard Line)
“With the Arachnids in control of most of the area, our forces had Private Sam Stahl (Morita and Lizard Line)
pulled back to the Skinnie installation. Their secret weapon was One power suit trooper (Triple Thud Grenade Launcher and Lizard Line)
near completion, and all we had to do was to hold back the entire
Arachnid army until it could be fired.” Squad Three:
Skinnie Soldier Champion with Constrictor Rifle.
Excerpt from the recordings of Vargas, Private L, FedNet reporter assigned Three Skinnie Soldiers with Constrictor Rifles
to the 2nd Platoon, B Company, 2nd Battalion, 1st Regiment , 4th Mobile Skinnie Soldier with Neural Beamer
Infantry Division. “Anderson’s Assassins”.
Squad Four:
Skinnie Soldier Champion with Constrictor Rifle.
This scenario uses Skinnie, M.I., and Arachnid forces. The M.I. player Three Skinnie Soldiers with Constrictor Rifles
controls both the M.I. and the Skinnies (if you have a third player they may Skinnie Soldier with Constrictor Cannon
play the Skinnies).
Alternatively, you may replace this with any 1,500 point force of your
The Skinnies act as part of the M.I. army. They do not get their own player choosing.
turn - if there is a third Skinnie player they must co-operate with the M.I.
player.
Arachnid Briefing
As an advance scouting force, your mission is to probe the defences of the
M.I./Skinnie Briefing Skinnie base. You were expecting the Skinnies to fall back and defend their
Various setbacks have delayed completion of the sonic weapon, and the installation, not to send an advance force out to meet you, but it is only a
Arachnid forces are already visible in the distance. Everyone capable of temporary setback…
fighting has been fielded in a last-ditch effort to hold back the advancing
tide of bugs while the scientists try to complete their work. Every bug killed Arachnid Forces
buys a little more time for the weapon to be completed.
The Arachnid player may field 1,000 points of Arachnids of their choosing,
M.I./Skinnie Forces divided into a 500 point advance force and 500 points of reserves.

Lieutenant Abe Anderson (Frag Grenades, Morita and Lizard Line)

NCOs:
Setup
The table is set up as outlined in the diagram (or as close as you can get it with
Sergeant Major Brian Knight (Frag Grenades, Morita and Lizard Line)
your terrain collection), with the outer walls of the Skinnie outpost running
Senior Sergeant Larry Moore (Morita and Lizard Line)
down the centre of the table. The outpost walls need to be represented, as
does the sonic weapon lab, but the other buildings are optional if you don’t
Squad One:
have suitable scenery in your collection.
Sergeant Phil Parker (Morita and Lizard Line)
Four power suit troopers (Morita and Lizard Line)
The Skinnies and M.I. deploy anywhere within their half of the table (on
One power suit trooper in M8 “Ape” Marauder Suit
the left of the diagram). The Arachnids (minus their reinforcements) deploy
Private Leon Vargas (Morita and Lizard Line)
within 6” of the eastern table edge (on the right of the diagram).
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Special Rules Scenario Length


The Arachnid reserves arrive on turn three. Any Arachnids killed re-enter This scenario lasts until the Skinnie weapon is completed, or an Arachnid
the table as per the Endless Tide rule – note that in this instance the rule reaches the sonic weapon lab.
applies to all Arachnids, not just Warriors.
Victory Conditions
Every turn starting with turn five roll a D6 – on the roll of 6, the Skinnie The Skinnies and M.I. win a joint victory if they can prevent the Arachnids
scientists have completed work on the sonic weapon and the Arachnids from reaching the sonic weapon lab. The Arachnids win if any one live
immediately turn and run as their nervous systems are overloaded. arachnid model reaches the lab by moving into contact with the building
(and has assumed to have devoured the scientists within).
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Wargamer
Squad Two:
Scenario Twelve: Retreat Sergeant (Morita and Lizard Line)
Corporal Selena McKintire (Morita and Lizard Line) in M8 “Ape”
Marauder Suit
“The Arachnids had taken control of the entire continent, and had Five power suit troopers (Morita and Lizard Line)
overrun the Skinnie installation. The secret of the sonic weapon One power suit trooper (Triple Thud Grenade Launcher and Lizard Line)
had died with them as they struggled vainly to defend their research.
SICON had decided that the minerals on Gorlith were no longer Squad Three:
worth the effort it would take to take the planet back from the Bugs, Sergeant (Morita, Lizard Line, Frag Grenades)
and we had been ordered to withdraw. The retrieval boats had been Five power suit troopers (Morita, Lizard Line, Frag Grenades)
ordered to continue their runs while there were still viable landing One power suit trooper (Javelin, Lizard Line, Frag Grenades)
areas – as long as we could hold back the Bugs, there was a chance of Private Sam Stahl (Morita and Lizard Line)
rescue. That chance grew slimmer with every passing minute, as a
seemingly endless tide of bugs was approaching our position.” Alternatively, you may replace this with any 1400 point force of your
choosing.
Excerpt from the recordings of Vargas, Private L, FedNet reporter assigned
to the 2nd Platoon, B Company, 2nd Battalion, 1st Regiment , 4th Mobile
Infantry Division. “Anderson’s Assassins”. Arachnid Briefing
The humans are retreating, but our colony has grown considerably during
the conflict and needs to be fed. Our forces are attempting to overrun their
M.I. Briefing last base on the planet, which should provide us with just enough food to last
The Assassins are performing as rear guard for the M.I. forces as they retreat us until we journey onwards. A conference of Brains has decided that our
from the planet surface. You cannot help but feel that the duty was given to transport will head directly towards Human space…
them as a form of punishment for their failures during this campaign.
Arachnid Forces
The rescue ships have evacuated the bulk of the surviving M.I., and are now
returning for the Assassins. Their orders are to only attempt an evac if the area The Arachnid player may field 1,000 points of Arachnids of their choosing,
is clear – if the Arachnids manage to overrun the base, they are to turn back divided into a 500 point advance force and 500 points of reserves.
and not risk losing the ships for so few survivors.
Setup
M.I. Forces The table is set up as outlined in the diagram (or as close as you can get it
with your terrain collection). The edge of the M.I. encampment runs along
Lieutenant Abe Anderson (Frag Grenades, Morita and Lizard Line) the western edge of the table (on the left of the diagram).

NCOs: The M.I. deploy within 6” of the western edge of the table (on the left of the
Sergeant Major Brian Knight (Frag Grenades, Morita and Lizard Line) diagram). The Arachnids (minus their reinforcements) deploy within 6” of
Senior Sergeant Larry Moore (Morita and Lizard Line) the eastern table edge (on the right of the diagram).

Squad One:
Sergeant Phil Parker (Morita and Lizard Line)
Four power suit troopers (Morita and Lizard Line) Happy Xmas!
One power suit trooper in M9 “Chickenhawk” Marauder Suit
Private Leon Vargas (Morita and Lizard Line)
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Special Rules Scenario Length


The Arachnid reserves arrive on turn three. Any Arachnids killed re-enter This scenario lasts until the rescue ship arrives, the Assassins are wiped out, or
the table as per the Endless Tide rule – note that in this instance the rule 300 points of Arachnids enter the M.I. encampment.
applies to all Arachnids, not just Warriors.
Victory Conditions
Any Arachnid that moves off the western table edge is assumed to have If the rescue ship arrives, the M.I. have won (albeit a relatively small victory
entered the M.I. encampment. overall compared to the loss of the Gorlith system to the Arachnids).
Anything else is yet another Arachnid victory.
As long as there are no more than 300 points of Arachnids in the M.I.
encampment on turn ten, the rescue ship arrives off-table allowing the
Assassins to leave.
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Wargamer

Frontier Clash
The Minbari Pursue a Drakh Attack Fleet into
Centauri Space
Greg Smith
Happy Xmas!

Dissatisfied with just exacting their vengeance upon Earth, the Drakh
attacked the Minbari world of Thessin II. They might have massacred every
Historical Note
The battle was fierce but short. The Minbari quickly realised that the
man, woman and child, if not for a small force of Rangers who delayed the Centauri were not going to be beaten easily and so they withdrew, saving
Drakh onslaught. The Drakh were unable to finish their slaughter before the their ships for a later reckoning with the Drakh.
ships of the Minbari warrior caste arrived.

The Drakh fled rather than engaging the Minbari warships, so the warrior Minbari Federation Fleet
caste Alyts dispatched scouts to track them to their base. Once again aliens One Neroon heavy war cruiser, two Sharkaan advanced war cruisers, two
had awoken Minbari rage and, like the humans before them, the Drakh Tinashi warships and one Morshin carrier. The Neroon has Crew Quality 5
would reap the whirlwind. A fleet was mobilised - the largest assemblage of and the other Minbari ships have Crew Quality 4.
Minbari warships since the battle of the line.
Centauri Republic Fleet
The Drakh maintained their bases deep within Centauri space and the One Adira royal battleship, one Octurion battleship, two Primus
Centauri did not take kindly to a Minbari armada crossing their border. battlecruisers, one Balvarix strike carrier, two Altarian destroyers and four
When the Minbari fleet emerged from the Batain jump gate, it was met by Vorchan warships. The Adira and the Octurion both have Crew Quality
an equally powerful Centauri fleet. The Centauri commanders demanded 5. The Primuses, Balvarix and Altarians have Crew Quality 4, while the
the Minbari should return from whence they came, while the Minbari Alyts Vorchans are crewed by trainees and have Crew Quality 3.
were equally insistent that they should be allowed to pass. Conflict was
inevitable.
Pre-Battle Preparation
The battle occurs in the vicinity of the system jump gate in the Batain system
– a star system noted for solar flares. Place a jump gate 6” from one end of
the table. Each player should place three dust clouds in the area indicated on
the map. The dust clouds should be 3-4” long and 2-3” wide.

The Centauri fleet is placed first in the deployment zone shown on the map.
The Minbari fleet emerges through the jump gate on the first turn.
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Wargamer

Scenario Rules Game Length


The Minbari fleet may not withdraw off the edges of the map. If the Minbari Ten turns or until one side has no ships left on the table (running adrift,
player wishes to withdraw any ships, they must return to hyperspace, using surrendered and destroyed ships do not count as viable ships).
either the jump gate or a jump point.
Victory and Defeat
This scenario uses Victory Points to determine who wins. It is a Priority
Level: Armageddon battle.
More Mighty Armies Event Cards

Event Card Event Card Event Card Event Card

Event Card Event Card Event Card Event Card

Event Card Event Card Event Card Event Card

Some extra cards to add to the deck presented in last month’s Signs and Portents Wargamer
Rough Ground Rough Ground Rough Ground Rough Ground
The terrain here is a lot more difficult The terrain here is a lot more difficult The terrain here is a lot more difficult The terrain here is a lot more difficult
to traverse than is immediately to traverse than is immediately to traverse than is immediately to traverse than is immediately
obvious. obvious. obvious. obvious.

Play at: Whenever an enemy unit Play at: Whenever an enemy unit Play at: Whenever an enemy unit Play at: Whenever an enemy unit
attempts to move attempts to move attempts to move attempts to move

Duration: Immediate Duration: Immediate Duration: Immediate Duration: Immediate

Additional Requirements: none Additional Requirements: none Additional Requirements: none Additional Requirements: none

This card is played on an enemy This card is played on an enemy This card is played on an enemy This card is played on an enemy
unit, which has its speed halved for unit, which has its speed halved for unit, which has its speed halved for unit, which has its speed halved for
the duration of its current move. the duration of its current move. the duration of its current move. the duration of its current move.

Extra Magic Extra Magic Extra Magic Extra Magic


Your spellcaster takes advantage of Your spellcaster takes advantage of Your spellcaster takes advantage of Your spellcaster takes advantage of
nearby magical energies at their peak nearby magical energies at their peak nearby magical energies at their peak nearby magical energies at their peak
and directs them into the spell they are and directs them into the spell they are and directs them into the spell they are and directs them into the spell they are
casting. casting. casting. casting.

Play at: Whenever a spellcaster Play at: Whenever a spellcaster Play at: Whenever a spellcaster Play at: Whenever a spellcaster
attempts to cast a spell attempts to cast a spell attempts to cast a spell attempts to cast a spell
Duration: Immediate. Duration: Immediate. Duration: Immediate. Duration: Immediate.
Additional Requirements: none. Additional Requirements: none. Additional Requirements: none. Additional Requirements: none.

The spell currently being cast costs The spell currently being cast costs The spell currently being cast costs The spell currently being cast costs
1MP less than usual to cast. Most 1MP less than usual to cast. Most 1MP less than usual to cast. Most 1MP less than usual to cast. Most
spells can therefore be cast for free spells can therefore be cast for free spells can therefore be cast for free spells can therefore be cast for free
by using this card. by using this card. by using this card. by using this card.

Possess Possess Tactical Maneuver Tactical Maneuver


Pushing their magical ability to the Pushing their magical ability to the The additional time spent training The additional time spent training
limit, your spellcaster uses their arcane limit, your spellcaster uses their arcane your subordinates has paid off, as they your subordinates has paid off, as they
energies to take control of an enemy energies to take control of an enemy manage to pull an emergency tactical manage to pull an emergency tactical
unit. unit. maneuver out of their hat. maneuver out of their hat.

Play at: Any time your opponent Play at: Any time your opponent Play at: Any time. Play at: Any time.
performs an action costing at least performs an action costing at least Duration: Immediate Duration: Immediate
1MP with a unit. 1MP with a unit. Additional Requirements: none. Additional Requirements: none.
Duration: Immediate Duration: Immediate
Additional Requirements: none. Additional Requirements: none. This card is played on any friendly This card is played on any friendly
group You may rearrange this unit group You may rearrange this unit
This card is played on an enemy unit as This card is played on an enemy unit as immediately (interrupting your immediately (interrupting your
your opponent attempts to perform an your opponent attempts to perform an
opponents turn if you wish) as if opponents turn if you wish) as if
action with it. The MP(s) they have used action with it. The MP(s) they have used
are lost, and instead you may perform
they had just won a close combat. they had just won a close combat.
are lost, and instead you may perform
any one action with that unit, up to the any one action with that unit, up to the
limit of the MPs they have spent. limit of the MPs they have spent.
47
Wargamer

Heroes of the
Rodina
The Soviet Navy in Victory at Sea - Part One
David Manley

The sailors of the Russian Navy played a key role in the Russian Revolution Like Hitler, Stalin never seems to have understood naval warfare. Also like
and the formation of the Soviet Union (one only has to think of ships such as Hitler he was keen to preserve his fleet, at least the surface units, which he
the Aurora and Potempkin to realise the pivotal role that they played ), so it saw as an essential bargaining chip and measure of power in the post-war
is surprising that the post-revolution era saw the navy seriously underfunded. world. Fleet commanders were therefore under orders to preserve destroyer
Mutiny, purges and Stalin’s concentration on the army saw the fleet dwindle sized ships and larger wherever possible. The majority of the bigger ships
to a shadow of its former self. Rather belatedly, Stalin saw the self-imposed were retained in port, where many of them were seriously damaged in air
naval limitations that Britain, Japan and the US were imposing on themselves attacks (although not necessarily lost - many were repaired time and time
and saw an opportunity to rapidly build up the fleet with new classes of again). It was the submarine force and, even more so, the “mosquito fleet” of
highly capable ships, including 19 battleships, 20 cruisers, 145 destroyers G5 class motor torpedo boats and other small craft that took the fight to the
and over 300 new submarines. In the end these plans came to naught, with Axis on most occasions. Russian fleet units did put to sea in support of land
only a handful of the new designs proceeding to the building ways and even operations in 1941, and then again in 1944-45 where the Baltic Fleet covered
less entering service. In the main the Soviet navy soldiered on using a mix of the advance of the army in the Baltic coastal regions. Soviet naval forces also
obsolete WW1 designs that had undergone various modernisations, and a fought a number of actions in the Baltic in 1945 against German warships
number of newer ships that were designed and built with Italian assistance. covering the evacuation of German citizens from East Prussia. Thus, despite
a lack of any real fleet engagements, there are a number of smaller actions
In terms of simple numbers the Soviet Navy looked quite impressive for a and “what if?” scenarios that can be fought out using Russian ships in VaS.
world power that concentrated on land. However, geography imposed severe
handicaps. There were four fleets, the Northern Fleet based in Murmansk, The fleet lists below cover a selection of the ships that equipped the Soviet
the Baltic Fleet in Leningrad, the Black Sea Fleet in Sevastopol and the pacific navy in WW2, along with those ships that were under construction or for
Fleet in Vladivostock. Heavy units were distributed between the Baltic and which serious designs were developed. Only a selection of submarines and
Black Sea fleets, with destroyers, older cruisers and submarines assigned destroyers have been included; these are typical of the classes and types in
to all four. The Baltic and Black Sea Fleets saw the brunt of the fighting use.
experienced by the Soviet Navy, both suffering heavy losses to Axis air power.
The Northern Fleet was concerned mainly with keeping the Russian end of Happy Xmas!
the Arctic Convoys safe, whilst the Pacific Fleet had a relatively quiet war.
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Wargamer

The Soviet Navy Fleet List Gangut-class Battleship


The following forms the entire fleet list for the Soviet Navy. Ships of this class: Gangut, Marat, Sevastopol

Priority Level: Patrol Commissioned in 1911, these unusual battleships were the first Russian
Novik class destroyer dreadnoughts. They saw little action in the Great War or the Russian Civil
Gnevnyi class destroyer War.
Tashkent class destroyer leader
Series X class submersible Speed: 5”
Turning: 1
Priority Level: Skirmish Target: 5+
Kirov class cruiser Armour: 4+
Maxim Gorky class cruiser Damage: 23/7
Chapaev class cruiser Crew: 45/15
Murmansk class light cruiser Special Traits: radar (1944+)
Krasnyi Kafkaz class cruiser In Service: 1911
Profintern lass cruiser
Weapon Range AD DD Special
Priority Level: Raid A Turret (3x 12 in) 26” 3 2
Tallinn class heavy cruiser P Turret (3x 12 in) 26” 3 2
Project 71 class aircraft carrier Q Turret (3x 12 in) 26” 3 2
Gangut class battleship X Turret (3x 12 in) 26” 3 2
Secondary Armament 12” 4 1 Weak
Priority Level: Battle AAA 6” 6 -
Kronstadt class battlecruiser Port / Stbd Torpedoes 10” 2 3 AP, slow loading
Archangelsk class battleship
Project 72 class aircraft carrier Length: 590 ft.
Displacement: 23,000 tons
Priority Level: War Speed: 23 kts.
Sovietski Soyuz class battleship Crew: 1126
Kostromitinova class aircraft carrier

Happy Xmas!
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Wargamer

Arkangelsk-class Battleship Sovietski Soyuz-class Battleship


Ships of this class: Arkangelsk Ships of this class: Sovietski Byelorussiya, Sovietski Soyuz, Sovietski Ukrania,
Sovietski Rossiya
Arkangelsk was the Royal Navy’s Royal Sovereign, transferred to the Soviet
Navy in 1944 in order to fulfil the Russian claim to Italian ships surrendered Four ships were authorised in 1938, later reduced to three, with a planned in
in 1943. Due to the severe threat from German U Boats she remained in service date of 1941. The design was developed by Admiral Isakov, and was a
or around her Northern Fleet base at Kola until the end of the war, and development of a design submitted by Italian designers two years previously.
was finally returned to the UK in 1949 following the delivery of the Italian The first three units were laid down in 1938-39. Construction was halted in
battleship Giulio Cesare. 1941 when the hulls were 75% complete. The ships were dismantled during
Speed: 5” the late 1940s, although there were plans drawn up to complete them as
Turning: 1 designed, or to convert them into missile-armed battleships for the post-war
Target: 5+ Soviet Navy.
Armour: 5+
Damage: 34/11 Speed: 6”
Crew: 39/13 Turning: 1
Special Traits: Torpedo Belt Target: 4+
In Service: 1915 Armour: 6+
Damage: 52/17
Weapon Range AD DD Special Crew: 80/26
A Turret (2 x 15 in) 29” 2 3 AP Special Traits: Aircraft 4, Armoured Deck, Torpedo Belt
B Turret (2 x 15 in) 29” 2 3 AP In Service: 1940
X Turret (2 x 15 in) 29” 2 3 AP
Y Turret (2 x 15 in) 29” 2 3 AP Weapon Range AD DD Special
Secondary Armament 12” 4 1 Weak A Turret (3x 16 in) 45” 3 3 Super AP
AAA 5” 8 - B Turret (3x 16 in) 45” 3 3 Super AP
X Turret (3x 16 in) 45” 3 3 Super AP
Length: 624 ft. Secondary Armament 16” 4 1 Weak
Displacement: 35,390 tons AAA 6” 7 -
Speed: 23 kts.
Crew: 997 Length: 889 ft.
Displacement: 65,150 tons
Speed: 28 kts.
Crew: 2,000
50
Wargamer

Gnevnyi-class Destroyer Kirov-class Heavy Cruiser


Ships of this class: Gnevnyi, Rezkiy, +46 others Ships of this class: Kirov, Voroshilov

Another Italian-inspired design, the Gnevnyi class formed the backbone of As with the uncompleted battleships, these ships were designed with Italian
the Russian destroyer force. Their relatively lightweight construction made assistance, and displayed a clear relationship to their Mediterranean cousins.
them susceptible to heavy seas; one ship was seriously damaged in storms Kirov served in the Baltic where she served in the defence of Leningrad before
and another broke up and sank. As with many pre-war destroyer designs they going on the offensive in 1944. Voroshilov served in the Baltic, where she
were vulnerable to aircraft, with seven ships sunk in air attacks. was heavily damaged by mines in 1942, returning to service 2 years later.

Speed: 7” Speed: 7”
Turning: 2 Turning: 2
Target: 6+ Target: 5+
Armour: 2+ Armour: 3+
Damage: 3/1 Damage: 10/3
Crew: 9/3 Crew: 29/9
Special Traits: Agile Special Traits: Aircraft 2
In Service: 1936 In Service: 1938

Weapon Range AD DD Special Weapon Range AD DD Special


Secondary Armament 12” 1 1 Weak A Turret (3 x 180mm) 28” 1 1 Twin Linked
AAA 4” 1 - B Turret (3 x 180mm) 28” 1 1 Twin Linked
Port/Starboard Torpedoes 10” 3 4 AP, One-Shot X Turret (3x 180mm) 28” 1 1 Twin Linked
Depth Charges 3” 4 1 Slow-Loading Secondary Armament 8” 2 1 Weak
AAA 6” 5 -
Length: 370 ft. Port Torpedoes 10” 2 4 AP, One-Shot
Displacement: 2,380 tons Starboard Torpedoes 10” 2 4 AP, One-Shot
Speed: 37 kts.
Crew: 246
Length: 626 ft.
Displacement: 9950 tons
Speed: 34 kts.
Crew: 734
51
Wargamer

Maxim Gorky-class Heavy Cruiser Chapaev-class Light Cruiser


Ships of this class: Maxim Gorky, Molotov, Kaganovich, Kalinin Ships of this class: Chapaev, Chkalov, Zhelezniakov, Frunze, Kuibyshev,
Ordzhonikidze,
Similar to the Kirov class, these ships differed in detail. The first two ships
served valiantly in the Baltic and Black Seas respectively. The second pair These ships were a development of the Kirov class, but developed more along
were built on the Pacific coast. Despite being completed in 1944 they did the lines of British and American light cruisers with a heavy 6” armament.
not take part in hostilities against Japan when Russia declared war in 1945. The first 5 ships were completed, although too late to see action in WW2.
The final two were captured incomplete and broken up by the Germans.
Speed: 7”
Turning: 2 Speed: 7”
Target: 5+ Turning: 2
Armour: 3+ Target: 5+
Damage: 10/3 Armour: 3+
Crew: 38/12 Damage: 15/5
Special Traits: Aircraft 2 Crew: 33/11
In Service: 1938 Special Traits: Aircraft 2
In Service: 1936
Weapon Range AD DD Special
A Turret (3 x 180mm) 28” 1 1 Twin Linked Weapon Range AD DD Special
B Turret (3 x 180mm) 28” 1 1 Twin Linked A Turret (3 x 6 in) 27” 1 1 Twin-Linked, Weak
X Turret (3x 180mm) 28” 1 1 Twin Linked B Turret (3 x 6 in) 27” 1 1 Twin-Linked, Weak
Secondary Armament 8” 2 1 Weak X Turret (3 x 6 in) 27” 1 1 Twin-Linked, Weak
AAA 6” 5 - Y Turret (3 x 6 in) 27” 1 1 Twin-Linked, Weak
Port Torpedoes 10” 2 4 AP, One-Shot Secondary Armament 12” 2 1 Weak
Starboard Torpedoes 10” 2 4 AP, One-Shot AAA 6” 5 -
Port Torpedoes 10” 2 4 AP, One-Shot
Length: 626 ft. Starboard Torpedoes 10” 2 4 AP, One-Shot
Displacement: 9792 tons
Speed: 34 kts. Length: 659 ft.
Crew: 963 Displacement: 15000 tons
Speed: 34 kts.
Crew: 840
52
Wargamer

Tallin-class Heavy Cruiser Murmansk-class Light Cruiser


Ships of this class: Tallin Ships of this class: Murmansk

Tallin began life as the German “Lutzow” of the Hipper class. She was to Murmansk was the US light cruiser Milwaukee, transferred to the Soviets
have been named Petropavlovsk. The German invasion of Russia put paid to as compensation fro not receiving surrendered Italina ships in 1943. She
plans for her completion and instead she was used as a static battery in the spent her Russian wartime career with the Northern Fleet operating out of
defence of Leningrad. During this time she was armed only with three or Murmansk until 1949 when she was returned to the US.
four 8” guns (to represent the ship in this state, delete A and Y turrets, the
secondary armament, the aircraft and the torpedoes Speed: 7”
Turning: 2
Speed: 7” Target: 5+
Turning: 2 Armour: 3+
Target: 5+ Damage: 18/6
Armour: 3+ Crew: 64/21
Damage: 19/6 Special Traits: Aircraft 3
Crew: 64/21 In Service: 1944
Special Traits: Aircraft 3
In Service: 1942 Weapon Range AD DD Special
A Turret (2 x 6 in) 25” 1 1 Weak
Weapon Range AD DD Special X Turret (2 x 6 in) 25” 1 1 Weak
A Turret (2 x 8 in) 37” 1 1 Secondary Armament 21” 2 1 Weak
B Turret (2 x 8 in) 37” 1 1 AAA 5” 3 -
X Turret (2 x 8 in) 37” 1 1 Port Torpedoes 10” 3 4 AP, One-Shot
Y Turret (2 x 8 in) 37” 1 1 Starboard Torpedoes 10” 3 4 AP, One-Shot
Secondary Armament 13” 2 1 Weak
AAA 8” 3 - Length: 555 ft.
Port Torpedoes 10” 3 3 AP, One-Shot Displacement: 9508 tons
Starboard Torpedoes 10” 3 3 AP, One-Shot Speed: 34 kts.
Crew: 458
Length: 681ft.
Displacement: 18,750 tons
Speed: 32.5 kts.
Crew: 1,600
53
Wargamer

Krasnyi Kavkaz-class Heavy Cruiser Profintern-class Light Cruiser


Ships of this class: Krazni Kavkaz Ships of this class: Profintern, Chervona Ukraina

Krasnyi Kavkaz was originally a light cruiser of the Svetlana class, started in Like Krasnyi Kavkaz, these ships were originally part of the WW1 Svetlana
1916. She was finally completed in 1932 as a heavy cruiser with an improved class. They were completed essentially to the original design, with their main
propulsion system, although woefully undergunned in comparison to heavy armament in individual mounts rather than turrets and with inadequate
cruisers of other navies. Krazni Kafkaz was stationed in the Black Sea during propulsion (they were designed for 29 knots but never exceeded 22). Both
WW2, and was heavily damaged by Luftwaffe aircraft in 1942. She returned ships served in the Black Sea during WW2. Chervona Ukraina was sunk by
to service in 1944 with her AA armament increased at the expense of her the Luftwaffe in November 1941.
aircraft (to represent the ship post 1944 remove the aircraft and increase
AAA AD by 1) Speed: 4”
Turning: 2
Speed: 6” Target: 5+
Turning: 2 Armour: 3+
Target: 5+ Damage: 8/2
Armour: 3+ Crew: 34/11
Damage: 9/3 Special Traits: Aircraft 1
Crew: 34/11 In Service: 1927
Special Traits: Aircraft 1
In Service: 1932 Weapon Range AD DD Special
Weapon Range AD DD Special Secondary Armament 20” 4 1 Weak
A Turret (1 x 180mm) 37” 1 1 AAA 5” 3 -
B Turret (1x 180mm) 37” 1 1 Port Torpedoes 10” 3 4 AP, One-Shot
Secondary Armament 8” 2 1 Weak Starboard Torpedoes 10” 3 4 AP, One-Shot
AAA 5” 3 -
Port Torpedoes 10” 3 4 AP, One-Shot Length: 506ft.
Starboard Torpedoes 10” 3 4 AP, One-Shot Displacement: 8000 tons
Speed: 22 kts.
Length: 556ft. Crew: 852
Displacement: 9030 tons
Speed: 29 kts.
Crew: 850
54
Wargamer

Kronshtadt-class Battlecruiser Tashkent-class Destroyer Leader


Ships of this class: Kronshtadt, Sevastopol Ships of this class: Tashkent

These ships were authorised for construction in 1938 and laid down the Tashkent was built in Italy and was regarded as the most handsome ship
following year. The start of the war halted their construction and both were in the Soviet Navy. Unusually for a ship in a fleet that used grey as its
broken up incomplete. The original design saw these ships carrying 10” standard colour scheme, she was painted a distinctive sky blue, earning her
guns. The final approved design was to have used 12” guns (as below). Pre- the nicknames “Blue Beauty” or “The Blue Cruiser”. AA defence was her
war goodwill from Germany even saw a proposal to replace the 12” guns Achilles heel and she was lost in 1942 to a Luftwaffe attack, although many
with German made 15” guns (each turret “ Range 40” 2AD, 3DD, AP). of her guns were salvaged and transferred to other ships. Tashkent served with
the Black Sea Fleet
Speed: 7”
Turning: 1 Speed: 8”
Target: 4+ Turning: 2
Armour: 4+ Target: 6+
Damage: 36/12 Armour: 2+
Crew: 72/24 Damage: 4/1
Special Traits: Aircraft 4 Crew: 10/3
In Service: 1942(est) Special Traits: Agile
In Service: 1937
Weapon Range AD DD Special
A Turret (3 x 12 in) 44” 3 2 Weapon Range AD DD Special
B Turret (3 x 12 in) 44” 3 2 Secondary Armament 12” 2 1 Weak
Y Turret (3 x 12 in) 44” 3 2 AAA 4” 1 -
Secondary Armament 16” 2 1 Weak Port/Starboard Torpedoes 10” 5 4 AP, One-Shot
AAA 8” 5 - Depth Charges 3” 4 1 Slow-Loading

Length: 816ft. Length: 458 ft.


Displacement: 38,360 tons Displacement: 3200 tons
Speed: 33 kts. Speed: 39 kts.
Crew: 1800(est) Crew: 250

To be concluded next month...


55
Wargamer

Tiger Starfury
A New Earth Alliance Fighter for the Early Years
Matthew Sprange
The humble Starfury has had many incarnations common Aurora model seen on most battlefields Using the Tiger Starfury
and developments in its history, which is almost in A Call to Arms. Here we present one of the The Tiger Starfury may be used by an Early Years
as long as that of the Earth Alliance itself. From Aurora’s predecessors, the Tiger Starfury, a bulky Earth Alliance fleet, freely swapping all existing
its first beginnings as the Flying Fox/Starfox but reliable design that saw a great deal of success Aurora Starfuries for this model. In addition,
fighter, made notable by the efforts of the Belt in the Dilgar War against its main opponent, the you may purchase 5 flights of Tiger Starfuries as a
Alliance, through to the very latest Thunderbolt Thorun Dartfighter. single Patrol choice.
variant, there is far more to the Starfury than the

Tiger Starfury Flight Patrol (Wing)


Speed 8 Crew: -
Turns: SM Troops: -
Hull: 3 Dogfighting: +0
Damage: - Craft: -
Special Rules: Dodge 3+, Fighter In Service: 2205-2239

Weapon Range Arc AD Special


Burst Plasma Cannon 2 T 1 Double Damage
Missile Rack 2 T 1 AP

The first of the ‘true’ Starfuries, when it was first built the Tiger represented a significant
shift in fighter design philosophy for the Earth Alliance, incorporating features, such as the
manoeuvre jets on an x-foil wing section, that would remain common to Starfuries for
many years into the future. Though replaced by the Nova Starfury during the Dilgar War,
the smaller Tiger made good account of itself against alien fighters and its combination of
missile rack and plasma cannon gave it credible teeth.

Tiger Starfury Flight


Tiger Starfuries see action against the Dilgar
9/52-!).3/52#%/&%,%#42/.)#7!2'!-).'02/$5#43

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57
Wargamer

DEATH IN THE
UNDERCITY
Subterranean Gaming for Gangs of Mega-City One - Part Two
Matt Thomason
Continuing our look at taking Gangs of Mega-
City One games into the Undercity. Go and grab Undercity Turfs Forgotten Building
Turf Rep: +1
last month’s Signs and Portents if you missed part Credits: +1D6x1,000cr
one. Undercity Turf Table
D6 Turf When they built over the old city, this building
1 Lichen Caves was preserved almost perfectly within solid
Fighting in the 2 Forgotten Building plascrete. Recently rediscovered, the possessions
of the former inhabitants are there for the taking
3 Undercity Tunnel
Undercity 4
5
Underground Operation
Troggie Settlement
– a veritable treasure trove of what can now
considered antiques, such as DVD players and
The decision on where a battle is fought is down to Microwave ovens.
the challenging player – it is up to them whether 6 Useless Ground
the scenario will be played in the Big Meg (in Special: If a natural 6 is rolled when calculating
which case use a standard scenario as normal) the credits for working this turf, it indicates the
or the Undercity (in which case use one of the Lichen Caves last of the useful items have been discovered
scenarios detailed below). Turf Rep: +1 – after collecting the requisite credits the turf is
Credits: +1D2x1,000cr now useless and should be deleted from the gang’s
A gang that wins an Undercity scenario should log sheet.
roll on the Undercity Turf Table below, rather An edible (barely) lichen grows in these caves –
than the using the standard Turf Generation Table fetching a fairly decent price on the black market
or the expanded one from Death on the Streets.
Undercity Tunnel
in the city above amongst those citizens fed up
Turf Rep: +3
with eating munce and recycled… well, best not
Clarifications Credits: +1D3x1,000cr
think too much about what was recycled to make
Neither the Crossbow nor Crude Bow presented that meal earlier.
last month can explode when a troggie or mutant An Undercity Tunnel allows free passage in and
misfires with them – instead assume the weapon out of the city under the outer wall, usually
is simply broken and remove it from the model’s exiting at a waste pipe or running through a long-
inventory. Everything else is treated as normal. forgotten sewer system further into the Cursed
Earth. Perfect for smuggling operations.
58
Wargamer

Underground Operation
Turf Rep: Varies Terrain Calling in the Judges
Credits: Varies
The Undercity is a mix of tunnels, caves, and giant When running Undercity scenarios, the following
If a gang rolls this turf, they should make a further domes enclosing the older cities along the eastern special rules come into effect when calling in the
roll using the standard Turf Generation Table – seaboard of the former United States. You may Judges:
they have instead gained that Turf but it is hidden wish to map out a tunnel network on the tabletop,
in the Undercity. To all intents and purposes, this or use modern city scenery. Damaged buildings The Justice Department rarely bothers with the
turf should be treated as being in the Undercity. are fine, as most are decaying or have taken Undercity, unless driven by great need – they will
damage from munitions aimed at the city above only enter the Undercity to battle gangs with a
Special: An underground operation is hidden – it is not unusual for one of the many warheads reputation of at least 20.
away from prying eyes, and cannot be the target that have been launched at Mega-City One in the
of a Turf Raid. past to have hit a weak spot, broken through city When dealing with gangs with a reputation of less
bottom, and detonated in the Undercity. than 20, it is usually possible to contact one of the
retired Judges who have chosen to take the Long
Troggie Settlement
Walk in the Undercity.
Turf Rep: 0
Credits: +1,500cr

Generating only a relatively small amount of


income, Troggie settlements are useful primarily
as a source of slave labour and possibly for organ-
Long Walk Judge
legging (after all, someone needing a new liver Although retired from duty in the Mega-City, these Judges tend to be the toughest of the tough -
isn’t going to be too picky about where it came anyone else simply could not have survived as long as they have in their career.
from).
Spd Ag Res CC Hts WtF Justice Points
Special: Undercity gangs may select a Troggie
Settlement instead of a City Block for their first 5” 2+ 8 4D 5 2+ 15*
settlement.
Traits: Close Combat Master, Duck & Weave, Heroic Rush, Luck of Grud, Nerves of Steel, Thick
Skin, Tough
Useless Ground
Turf Rep: 0 Equipment: Boot Knife, Daystick, Street Armour, Stump Gun
Credits: 0cr
Voice of Authority: (see main rulebook, p82)
Large sections of the Undercity are abandoned for
a good reason - there’s absolutely nothing there Long Walk Judges may not have a Lawmaster.
worth having. A gang that rolls this turf has
essentially wasted their time taking control of it. *The points value given is for informational purposes only - one Long Walk judge will attend, no
matter what the actual reputation of the gang in question is.
59
Wargamer

Using Existing Scenarios The opposing gangs should take up positions on


opposite edges of the board, within 10” of their
Special Rules
The tunnel network is extremely hard to navigate.
board edge. Before starting, roll a D6 for every model in each
The following existing scenarios can be used for gang. On a roll of 1 that model managed to get
Undercity battles: Victory Conditions lost on the way and has not shown up for the
This battle will continue until one side has been battle, and will be unavailable for the duration of
Scarper, It’s The Law defeated, either through suffering injuries or this scenario. They will find their way safely back
Turf War failing Will to Fight checks. Players may also to base.
Turf Grab* voluntarily retreat models off any table edge. The
Hostage Rescue gang that survives is the victor.
Raid

* Turf Grab can only be played in the Undercity


if the challenged gang has at least one Undercity
turf. The turf gained from playing Turf Grab
must be from the same location as the battle – if
played in the Mega-City, it must be a standard
turf, if played in the Undercity it must be an
Undercity turf.

New Scenarios
The following scenarios are designed for use
specifically in Undercity battles.

Tunnel Fight
Two gangs have made their way into the Undercity
in order to fight away from Justice Department
interference – the area is perfect for a fight to the
finish without any risk of disturbances.

Set-up
The table consists of a maze of tunnels – this can
be represented in a number of ways. For example,
you may have a number of dungeon corridor
sections from another game in your collection,
you could use chalk to draw the tunnel outlines, Pit Counters
or you could just pile numerous books onto the
table to represent the impassable areas. One player
should set up the tunnel network, and the other
gets to choose the table edge they will start on.
60
Wargamer

Unstable Ground If the ground gives way beneath a model standing


on an item of scenery, that scenery piece has
model and treat them as having fallen 3”. Models
in a pit may climb out using a ready action, which
The Undercity itself can be a dangerous place,
collapsed (or fallen into a hole in the ground, places them within 1” of the pit edge.
even discounting the inhabitants. The only
or whatever seems appropriate for it) – remove
maintenance consists of Troggies shearing up
the scenery piece and treat all models that were
collapsed areas. No part of the old city was ever
designed to have a whole new city built on top
standing on it as if they have fallen to the ground
from their current height. If you have some
Coming Soon
of it, and while the Mega-City “foundations”
suitable rubble scenery, you may put this in place Monty’s Modification Module presents conversion
themselves are stable, nobody knows (or really
of the scenery item you just removed. instructions for the new specialists introduced in
cares) about the city beneath. Large sections of
the Undercity have become unstable by virtue of Part One of Death in the Undercity.
If the ground gives way beneath a model standing
the sheer tonnage built atop them.
on the ground, place a pit counter beneath that

Set-up
The opposing gangs should
take up positions on opposite
edges of the board, within 15”
of their board edge.

Victory Conditions
This battle will continue until
one side has been defeated,
either through suffering injuries
or failing Will to Fight checks.
Players may also voluntarily
retreat models off any table
edge. The gang that survives is
the victor.

Special Rules
In this battle, danger comes
from beneath as well as from
the opposing gang. Whenever
a model moves move than 2”
in a single move action, there is
a chance of the ground giving
way beneath them – roll a D6.
On a 1, the ground has given
way… Models may choose to
“tread carefully”, moving less
than their full move allowance.
61
Wargamer

Scenic Mayhem:
Nuclear Ambitions
When Just Knowing There Has Been a Nuclear Explosion
is not Enough...
Nathan Comanse
Introduction
Well, needless to say that this project was insane
as it was ambitious. The idea grew from running
games of the 1997 Starship Troopers board game
between my two children. While my little girl
loved plasma barrages and warrior swarms, my
boy quickly grew to love the power of the almighty
“nuke”. Shortly after my purchase of the SST
box set my boy started asking me about nukes in
the miniature game. He was amazed at the size
of the area affected by the atomic munition and
suggested that “There should be a big cloud, you
know, like a nuke makes!”
“Yes there should be son, yes there should...” I
replied. And the idea was born.

Here’s a photo of my first attempt, this Pee Wee


5” template/marker turned out so well that im
basically going to use the same methods in making
the Ajax 7” template/marker. In this article I will
take you step by step through the construction and
painting of one of these truly awe inspiring pieces
that will make opponents ‘duck and cover’.

Happy Xmas!
62
Wargamer

Anatomy of a Mushroom
Cloud
Before you start building a mushroom cloud you should understand just
what you are trying to recreate. When a nuclear device is detonated at or
near ground level a pressure wave travels outward along the ground pushing
out debris forming a ring of dark clouds along the outer edge of explosion.
At the center of the base is the core of the explosion. The heat and gas from
the explosion rises and carries with it debris upward forming the clouds shaft
until it starts to reach the same mass as the surrounding air and the ‘head’ or
‘cap’ of the mushroom cloud then forms as the gas dissipates. As the shaft
of superheated gas rises through the atmosphere a ring is sometimes formed
across the shaft when a lower layer of atmosphere is pierced. Now you have
the 5 main parts of the mushroom cloud. These are the debris ring, the core,
the shaft, the cap or head, and the ring.

Materials
Who needs Uranium centrifuges when all you have to do is make a quick trip
to the hardware and craft store to pick up the following.

-Expanding foam
-Wooden dowel rod (about 3/4 of an inch in diameter)
-Foam card or similarly thin hard material
-White primer (paintable or latex based spray)
-Black spray paint
-Acrylic paints (yellow, orange, red, grey, and black) and foam brush
-Spray matte varnish
-Odds & ends (glue, 2 nails, a garbage bag, masking tape, latex gloves, and
thin metal rod)

Construction
After you visit the quartermaster and have procured all of your materials, you
now need to find a suitable work area. I really prefer the garage floor for this A note on working with expanding foam: unless you use a foam that allows
project. One reason is the size of the project makes it a bit unwieldy if seated cleanup with water you must be very careful not to get it on anything you
at a table or bench. The other factor is the expanding foam is quite messy don’t want ruined. While using the foam I suggest wearing old work clothes
and will drip and stick to anything. and working on a tarp or rubbish bag to protect the floor. I have yet to use a
water cleanup foam so I cannot attest to its quality although I can’t imagine
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article we are making the Ajax atomic munition Now we are ready for the expanding foam! Don’t
so we measure out a 7” radius giving us a 14” get too eager and forget your prep work. Get on
diameter base. Now carefully cut out the base. your ‘work’ clothes, lay a tarp of sorts, and don
This is actually one of the most delicate parts of your gloves. You have been warned....
the entire project besides painting. This is due to
the fact that the bases edge is the only part of the Follow the expanding foams directions and shake
project not hidden by expanding foam so that any the can throughly before application. Now start
errors will be easily seen. Once the base is cut out with the top of the clouds shaft and apply the
you will want to bevel the edges inward. Once foam down its length. You might have to help it
again this is where foam card has the advantage to stick at first by using your hands but it should
for a base material since its easily trimmed with adhere relatively quickly. Now set the can aside
a hobby knife. If you’re a bit put off by the lack for a moment and work the foam with both hands
of foam cards strength don’t worry. Once the until it covers the entire shaft completely. The
expanding foam hardens it adds a great amount of foam will now begin to expand and droop or sag
strength to the piece. slightly, let it, this is what you want to happen.

Now that we have our mushroom clouds base we Having completed the center shaft now apply
have to make the clouds main shaft and attach it foam around the base with a larger amount at the
to the base. This is done by first cutting a section
of wooden dowel rod about 1.5 times in length
and the base is wide. While you can use this as a
guide, feel free to use your artistic eye to do what
seems right when it comes to the main shafts
height. Make sure that both ends of the rod are
cut evenly at a right angle, any slant to the cut will
that the end result would be much different. After produce a leaning tower of destruction. Once the
about a week, large areas of foam will show some shaft has been cut we will need a secondary base
shrinkage, so remember what you start out with to attach it to. Find a piece of material around
will be slightly different than what you end with. 6” in diameter or so that will act as the secondary
base. Sheet styrene (plasticard), plywood, even a
In the US there is a product called Great Stuff container lid can be used for the secondary base.
- the larger cans work better for this project. The Whatever material you use, nail it to one end of
product comes in two formulas, the red can is the the dowel rod with a wide headed nail after an
standard while the black can has greater expansive application of a small amount of glue at the join.
properties.
I’ve found that drilling a pilot hole in each end of
First you need to fashion the mushroom cloud’s the dowel will help prevent cracks from forming
base. This can be made out of any thin material when the nails are hammered in. The secondary
that is relatively hard, even plywood. I personally base will then be glued to the main base using a
like to use foam card because its cheap, light, and glue that can produce a strong bond such as super
easy to cut. Using either a compass or a thumb glue, epoxy, or a glue gun.
tack, string, and a pen to mark out the diameter of
the particular size base you wish to make. For this
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bases center creating a ‘dome’ of sorts, consuming the bottom of the shaft. Another reason for this inner ring of foam is that it will also help to bond the
This will be the ‘core’ of the detonation. As the base now starts to cure or shaft to the cap and mask its join.
harden you want to use your fingers to pluck away the surface of the foam
at the outer edges. This creates a more bubbled appearance which will later The last part of construction is here, mounting the ring. In all honesty the
become out debris ring. Once the foam has completely hardened apply small ring is the most optional part of the mushroom cloud and can be left out
dabs of foam directly to the outer edge of the base, as these dry pluck away if desired. Rings are not seen on all mushroom clouds either. I include
their surface once again. Once this process is done a few times you have it on some pieces since it adds a bit of character and increases the overall
built up a ring of debris clouds at the bases edge. Don’t try for a uniform “WOW!” factor. Hold the ring on the shaft and figure the height that seems
structure, in real life the debris clouds are quite random and it somewhat right marking it on the shaft with a ring of tape. Now use a drill with a small
offsets the overall uniformity of the rest of the clouds appearance. drill bit the diameter of the thin metal rod. Drill two holes at a right angle
to each other using your tape as a guide. Now with drilling complete cut two
On a piece of aluminum foil spray a thin ring around 6 to 8 inches in lengths of metal rod to the width of your ring. Using a pair of pliers, slide
diameter. This will become the ring on the clouds shaft. When it has dried the metal rod through the holes, and into the ring’s inner edge. Your done
peel it from the foil and place it over the shaft, it will be attached later on. with construction, sit back and enjoy the fruits of your labour.
Now with the ring on tape garbage bag around the top of the shaft. This will

Painting
protect the shaft, ring, and base from any foam that may fall off as you create
the top of the mushroom cloud.

Now cut your top platform from the same material that you used for the Give the mushroom cloud a few coats of a white colored latex spray paint.
base. The diameter of the top should be about ½ to 2/3rds the diameter of Dry time should be given in between each coat. This is the most important
the base depending on how big you want it to be. Once comfortable with part of the painting process, make sure to get all the cracks and crevices. Not
the size, nail it to the top of the shaft. only does the white color act as a primer for the cloud it will also be our base
coat color that all the subsequent dry brushing will be done on.
Sit the cloud down on a flat, even surface and ready yourself for another
close encounter with copious amounts of expanding foam. Now apply a
somewhat thick but even layer foam across the entire top platform up to
the very edge. Don’t panic when the foam starts to expand and sag over the
platforms

edge. This sagging will form the underpart of the mushroom clouds top that
curls in on itself. Allow it to completely harden overnight before going to
the next stage.

When the cap has hardened you can remove the bag around the shaft and
base. Take the ring and tape it to the base with masking tape and overturn
the entire mushroom cloud. Steady the mushroom cloud by laying it on
a towel and stacking books or similar items around it. Once steadied you
can apply the last of the foam. This will form the inner ring of roiling gas
between the shaft and the outer portion of the top that sagged over the
edge. Apply a ring of foam that will not expand higher than the outer edges
height.
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With the base coat dry heavily dry brush the entire mushroom cloud (except
the ring) in a bright yellow color. When dry, perform an softer orange dry
brushing. After that give apply a red dry brushing with even lighter pressure.
Lastly mix black and red for the final dry brush. The base and the under side
of the ‘cap’ should be a bit darker than the rest of the cloud. Finish the ring
by dry brushing it with a series of darkening grays.

For the final touches on the base, spray the area outside the ‘core’ to the bases
edge, with black spray paint. When dry, dry brush the black areas with a
dark grey to simulate clouds of debris at the edge of the shockwave. Finish
with a spray of matte varnish over the entire mushroom cloud and your
done. Ensure that you follow SICON atomic protocols and go nuke some
bugs!

Conclusion
Feel free to modify parts of your cloud as you see fit. Play around with
adding miniature model buildings or spare bug parts onto the base while
the foam is first applied to simulate a greater level of nuclear destruction.
Change the color scheme. Make just a dome and color it in hues of blue to
make a plasma barrage. The techniques in this article open up a variety of
project possibilities. Let your imagination loose!
Big Badda Boom
Lastly, thanks to the moderators and fellow members of Mongooses forum
board for their support of this project and article.
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Fire! Fire!
Blazing Hulks in A Call To Arms
Matthew Sprange
Here at the Mongoose offices, we are constantly
tweaking our games, trying new mechanics and
Fighting Fires For every fire you fail to extinguish on a ship,
you will lose 1 Damage and 1 Crew. If you
What we are presenting here is an optional
shifting play balance in grand experiments to system for you to try out in your games of A rolled a 1, you must also add another fire to the
make them better and better. A lot of these Call to Arms. If you like it, it may well end up ship. The fire will remain and you will have
experiments are discarded, others are destined being an official add-on for the game! another opportunity to extinguish it in the next
for the next supplement, while the more radical End Phase.
ones are kept aside for new editions. As ships begin to take damage, it becomes
inevitable that the volatile substances and All Hands on Deck!
As you may have already heard, our new World high-powered systems kept on board will cause Crew Quality Check: 9
War II naval game, Victory at Sea, was loosely explosions and fire. This is reflected in the new Effect: The Captain orders the entire
based on A Call to Arms. What was interesting critical hits table below. You will find that fires engineering division to alert. If successful,
about the development process of Victory at are pretty easy to deal with on the whole but if the ship gains +1 modifier when attempting
Sea was not so much how easily the Call to they begin to run out of control, your brand Damage and Fire Control and can attempt to
Arms rules blended in with World War II (and new warship will soon turn into a blazing wreck, repair any number of critical hits in this End
they worked very nicely!), but how the tweaks much like the Churchill in Severed Dreams! Phase.
we made for the naval game would reflect back
on Babylon 5. For example, in Victory at Sea, Your Thoughts
you must roll to hit a target and then roll to see Fire Control If you try these rules out, come to our web site
if you beat the armour – a nice idea for Babylon Lethal in the enclosed environment of a warship, forums and let us know what you think – your
5? uncontrolled fires are capable of sweeping opinions of A Call to Arms are very important
through decks rapidly, creating an inferno that to us as, collectively as players, you play more
As it turned out, no, the current shooting rules is impossible to survive. games than we do! Feel free to suggest any
for A Call to Arms work perfectly well when you tweaks and, if these rules prove popular, we’ll
don’t have to worry about churning seas, bad Certain critical hits will start fires in addition include them in our next official release for A
weather and all the rest. However, there were to any other damage they cause. In each End Call to Arms.
other rules that seemed to be prime candidates Phase, roll 1D6 for each fire currently raging
to make the transition back to A Call to Arms on a ship, adding the ship’s Crew Quality score.
– including fire... On a 7 or more, one fire will be extinguished.
A roll of a 1 will always be a failure.
Happy Xmas!
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Wargamer
Critical Hit Table
Use this set of critical hit tables to bring a little fire into your games. . .

Engines
D6 Area Damage Crew Effect
1-2 Power Relays Destroyed +0 +0 -1 Speed
3-4 Thrusters Damaged +1 +0 -2 Speed
5 Fuel Systems Ruptured +2 +1 -4 Speed, fire starts
6 Engines Disabled +3 +1 Speed to 0, no Special
Actions, D3 fires start

Reactor
D6 Area Damage Crew Effect
1-3 Capacitors Damaged +0 +1 -2 Speed
4-5 Reactor Gas Leak +0 +3 No Special Actions, fire starts
6 Reactor Explosion +3 +4 Speed to 0, no Special Actions, D6 fires start

Weapons
D6 Area Damage Crew Effect
1-3 Targeting Systems Damaged +0 +1 All weapons lose 1 AD
4 Power Fluctuations +0 +0 Must roll 4+ on 1D6 before firing each weapon
5 Weapons Offline +2 +2 Random facing, no weapons may fire
6 Catastrophic Ammunition Explosion +3 +4 No weapons can fire, D6 fires start

Crew
D6 Area Damage Crew Effect
1-2 Fire +0 +2 Fire starts
3-4 Multiple Fires +0 +3 D3 fires start
5 Localised Decompression +1 +3 -
6 Hull Breach +2 +4 -

Vital Systems
D6 Area Damage Crew Effect
1 Bridge Hit +0 +1 No Special Actions
2 Engineering +4 +3 No Damage or Fire Control permitted
3 Weapons Control +4 +4 No firing out of one random arc, fire starts
4 Secondary Explosions +1D6 +1D6 D6 fires start
5 Reactor Implosion +2D6 +4D6 D6 fires start
6 Catastrophic Explosion +4D6 +2D6 D6 fires start
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Wargamer

Tiger by the Tail


A Victory at Sea Battle Report
Ian Barstow and Nick Robinson
Vice-Admiral Barstow stared intently through his binoculars as the morning mist dissolved around him. Standing on the bridge of his flagship, the battleship South
Dakota, he squinted, as if willing away the haze as if the act would somehow drive through it like a shell from one of the three sixteen-inch turrets the ship mounted.
His quarry was a Japanese squadron which had been harrying Marine supply ships for weeks around Guadalcanal. The strength of the enemy was unknown,
although patchy reports from spotter planes confirmed his suspicion – Rear Admiral Nikigriki, on board the battleship Nagato, was commanding the flotilla. The two
had clashed before on several occasions, and each time the wily Japanese admiral had escaped to continue his raiding. Barstow hoped it would not happen again.

Then, as if the futile action had actually worked, the morning mist evaporated, and shouts from a half-dozen bridge officers confirmed what the Vice-Admiral already
knew – they had caught the Japanese squadron in open water and they were in engagement range. This time there would be no escape. Then, as the mist peeled back
even further, the burgeoning cheers hushed, for the Nagato was not alone.

Suddenly it looked like the Americans had caught a tiger by the tail…

Throughout Studio playtesting of Victory at Sea Setting Deployment


the American and Japanese fleets commanded
by myself and Nick Robinson have clashed on a The game is set against the backdrop of the Having determined the scenario, we then
regular basis, always, it seemed, indecisively, with Guadalcanal campaign of late 1942 and early proceeded to roll for deployment, with me
neither getting the upper hand, so when Matthew 1943 in the southern Solomon Islands, often comfortably winning and forcing Nick to set
Sprange asked if we would fight a battle report to considered the turning point of the war in the up first. As you can see from the map we had a
inaugurate Victory at Sea we jumped at the chance Pacific. Into this maelstrom we have inserted our solitary large island just in my deployment area
to arrange a final showdown! two fictional admirals, although the ships of their and I did consider hiding my squadron behind
fleets were actual wartime naval vessels. it to flummox Nick, but he had deployed too far
Although we have regularly been using all the to the east and with my shorter ranged guns I
advanced rules we wanted to show you how an The scenario chosen was the standard Victory at would have put myself at a tactical disadvantage
exciting squadron-sized action can be fought using Sea scenario, meaning the action would last 10 which would have outweighed the strategic one.
just the basic rules. For the battle we used some of turns and Victory Points would then determine Eventually I decided on getting as close as possible
the ships from the Studio collection, although we the winner. We rolled up a day encounter in good right away in the hope of getting my short-ranged
could just have easily used the excellent counters weather, meaning there would be no excuse for us torpedoes into play as soon as possible. That
that come with the game. not settling our ongoing rivalry! We picked forces meant I took the minimum distance of 36” apart,
for a 4½ point battle, using Military Grade crews with my ships pointing towards the enemy in
(grade 4). order to close the range as soon as possible.

Happy Xmas!
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Wargamer

The Fleets Nick: I decided to take a top and


bottom-heavy force to take advantage
IJN Guadalcanal Squadron – Rear Admiral Nikigriki Task Force 77 – Vice Admiral Barstow of the Japanese Navy’s main strengths,
namely the devastating Long Lance
IJN Nagato (Battleship) USS South Dakota (Battleship) torpedoes and the long range of
IJN Kongo (Battlecruiser) USS Brooklyn (Cruiser) the guns on the Nagato and Kongo.
IJN Mogami (Cruiser) USS Atlanta, Juneau (Atlanta-class Light Cruisers) I was hoping to deploy second
IJN Furutaka (Light Cruiser) USS Pensacola (Light Cruiser) and place myself outside of Ian’s
IJN Kagero, Oyashio (Kagero-class Destroyers) USS Clemson, Graham (Clemson-class Destroyers) range – 43” against 37”, meaning
IJN Fubuki, Miyuki, Shirayuki, Hatsuyuki (Fubuki-class USS Fletcher, Hudson (Fletcher-class Destroyers) I would effectively get a free round
Destroyers) of shooting if all went well, which
of course it didn’t! It still meant I
would get off a volley of torpedoes
Deployment (Not to Scale) probably one turn ahead of Ian’s,
which can be absolutely critical in a
confusing squadron engagement. I
also have extra ships, meaning that
even if I lose the Initiative roll at the
start of the turn I will have more
ships to move at the end of alternate
movement, giving me a distinct
advantage providing I’m clever in
my order of movement!

Ian: I went for a pretty balanced


force, but my intention was for the
smaller ships to act as decoys to give
South Dakota time to unleash her
massive arsenal of guns on Nick’s
bigger ships. Although my guns
will be slightly outranged by Nick’s
I felt that once I got into action
the combination of my heavy deck
armour and Super AP shells would
plaster the Japanese fleet with
unwanted critical hits! I still have a
decent torpedo force in my destroyers
plus the Atlanta-class Light Cruisers,
although the Americans are always
going to come off second best to the
devastating Japanese torpedoes.
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Turn 1 Turn 2 Turn 3


With Initiative turning back to the US fleet,
Having won the roll for Initiative the Task Force The Japanese seized the Initiative and the three the engagement became a lot more confusing
77 steamed towards the Japanese fleet, all except parts of the fleet continued on their assigned as destroyers and light cruisers jockeyed for
for the South Dakota which remained broadside objectives, with the front destroyer group turning position amidst a maelstrom of torpedoes. The
on, enabling all three triple turrets to bear on the to bring their starboard torpedoes to bear. larger ships skirted the periphery of this as both
enemy, presuming they were I range… Meanwhile Meanwhile the rear Japanese group looked to be admirals waited uncomfortably, sensing that this
the Japanese also began to manoeuvre, the on an intercept course with the South Dakota. The was perhaps the crucial round of the battle. Up
squadron splitting off into three distinct groups, heavy hitters in the middle continued to present to now firing had been inconclusive at best and
destroyers at the front, the Nagato, Kongo and their broadsides signalling more heavy firing. The there was a feeling that this could not last much
Mogami in the centre and a mixed group at the Americans had little choice but to push ahead longer.
rear consisting of the Furutaka Light Cruiser and with their destroyers and light cruisers in the
the Kagero and Oyashio destroyers. hope of getting into torpedo range as quickly as
possible, while the Brooklyn and Pensacola turned
to starboard to bring their turrets to bear on the
Mogami.

In the Attack phase amidst a further exchange of


In the Attack phase the South Dakota scored 9 hits torpedoes Nagato finally brought all its guns to
on the Mogami, but without a critical hit in sight bear on the unlucky Juneau, which sustained 12
only 9 points of damage were inflicted – much hits and was instantly sunk. Pensacola finally sank
less than had been hoped. Mogami’s return fire the Mogami while Kongo engaged South Dakota,
was out of range and it was left to the Pensacola scoring a critical hit on her Crew and starting a
to inflict the hit needed to cripple the Mogami, In the Attack phase a volley of torpedoes from the fire. Brooklyn then returned the favour, starting a
wasting valuable fire needed elsewhere. Nagato Japanese destroyer group were unleashed towards
struck Brooklyn for 4 points of damage and Kongo the Pensacola, Atlanta and Brooklyn. South Dakota
did a similar amount on Atlanta in what transpired fired on Nagato but inflicted a paltry single point
to be a fairly ineffective round of firing. of damage. Brooklyn attempted to finish off the
Mogami but again succeeded in only inflicting
a single point of damage! Nagato hit Juneau for
2 points of damage and Kongo fired at Atlanta
adding another point of damage. With the
torpedoes bearing down on her, Atlanta looked
in a very vulnerable position indeed. Other than
that it was another turn of ineffective firing,
which seemed to suit the Japanese just fine. Vice
Admiral Barstow on board the South Dakota was
looking considerably more pensive…
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small fire on Kongo! Things were indeed warming that kind of luck twice in a battle and only a single
up, although once more South Dakota failed point of damage was added to Kongo’s increasingly
dismally, adding just two more damage to Kongo. damaged hull. Kongo then returned fire on three
Finally, in a mass of destroyer gunfire the Fletcher targets, missing South Dakota with its ‘Y’ Turret
was unlucky enough to take a critical hit and but destroying both the battered Pensacola and
promptly sunk as well. the heroic little Clemson. To make matters worse
Nagato unleashed a broadside on South Dakota,
In the End phase a barrage of torpedoes struck, causing 5 damage and disabling her engines with
leaving Pensacola crippled and Atlanta sunk on the a great critical hit, leaving the American flagship
American side, while on the Japanese side Kagero, dead in the water. Then with her secondary
Fubuki and Hatsuyuki were all sunk. armament she sank the Graham, while all South
Dakota could do was a feeble 4 points of damage
Turn 4 on the Kongo.
her out of the water. Vice Admiral Barstow could
only be left wondering the outcome if this barrage
Initiative stayed with the Americans but their had struck Nagato on turn 2. With little else to
extra ships meant the Japanese still had a lot of shoot at, Nagato easily sank the Hudson.
control of the move phase, being able to move
less important ships first. The three surviving US Finally, in the End phase, ten Damage Dice worth
destroyers continued towards Nagato and Kongo, of torpedoes hit the Kongo, but running to form
intent on peppering them with torpedoes, while not one caused a critical, meaning just 10 points
Furutaka and Oyashio closed with South Dakota, of damage and reinforcing the feeling that today
probably guided by the sound of Vice Admiral was not going to be a good one if you were an
Barstow berating his gunnery officers. American.

In the Attack phase Clemson launched torpedoes Turn 5


at Kongo, while Furutaka did the same to South
Dakota and Miyuki fired torpedoes at the I was dreading the End phase, waiting for the
With considerably fewer ships on the table, the
increasingly battered Brooklyn. Pensacola, with torpedoes to hit South Dakota. Nick’s dice rolling
moves began to speed up and the likely outcome
a single shot available then rolled a critical on didn’t let me down, as 14 points of damage
became clearer. Had this been a campaign
Nagato, and for a moment Rear Admiral Nikigriki were inflicted along with a critical on the Crew
game I would have pulled of at this point, if
went ashen – could a single shot cause a complete area, starting the maximum 6 fires in multiple
not before, but the beauty of a one-off game is
change of fortune? No, as it happens. Rolling a explosions and killing 19 points of crew! It looked
that you can comfortably fight to the last man
dismal one for the critical hit against the Nagato’s like my number was up.
without recriminations. With that the remaining
engines, a damaged turbine meant a whopping
US destroyers attempted to get to grips with
one-inch speed reduction. Not wishing to see
a grown man cry, Nikigriki closed his eyes and
the Nagato in the hope that a freak torpedo hit Turn 6
might still snatch victory, although with Oyashio
giggled maniacally instead. Which was nice.
launching a wave of Long Lances at South Dakota
With just six ships still afloat and only one being
it seemed more likely that it would be the Japanese
Kongo then rubbed salt into the wound by sinking American, it seemed pretty clear what was going
who would see further success.
Brooklyn, although South Dakota got some to be the focus of attention, particularly as South
measure of revenge by utterly destroying Furutaka, Dakota was dead in the water. Just for good form
In the Attack phase Pensacola tried for another
inflicting four critical hits in one go and blowing the Japanese retained the Initiative. Oyashio sailed
miracle shot, this time on Kongo, but you don’t get
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Wargamer
and take out the crippled Kongo, which only made all the difference, and being able to launch
had two turrets remaining but was still a threat. torpedoes a turn earlier than the Americans thanks
Playing the odds, South Dakota held the Initiative to the superior range of Japanese torpedoes meant
and finished off Kongo, gaining a degree of revenge that a barrage of hits was practically guaranteed as
and satisfaction. This was short-lived though as long as the destroyers survived first contact.
Nagato poured another heavy dose of fire into the
American battleship and finally crippled her. To be fair Ian had atrocious dice luck, particularly
at critical times, and without South Dakota
Turn 8 pulling her weight, the rest of his fleet was always
going to be in trouble. I think I an made a
rapidly away from the burning battleship, happy mistake separating his flagship from the rest of the
Unsurprisingly with South Dakota a sitting duck,
to still be alive, while the three big ships exchanged squadron, although I can see what the idea was
Nagato chose to crawl through the water and
fire, South Dakota finally and belatedly crippling and had his firing been more effective in the early
enjoy her finish. The Americans managed to
Kongo and taking a combined total of 8 damage stages things might have gone differently. All in
keep the Initiative meaning there was one last
points in return. all a thoroughly satisfying result which I think
hope of a freak result, although only one turret
was still operational. Only 4 damage points were shows that you can always win if you play to the
In the End phase I managed to extinguish all but strengths of your fleet.
inflicted but once again a critical hit showed up.
one of the fires on South Dakota but the engines
It turned out to be on the Nagato’s weapons and
remained stubbornly disabled. It seemed only a Ian: Well, that went well. I learnt an important
for a moment we wondered if there might be a
matter of time. lesson today. Never EVER borrow dice from
magazine explosion, but it was not to be. Instead
one of the anti-aircraft weapons fell into the sea. Fordy. They were utterly useless. I was quite
Turn 7 Not a lot of use really. Recovering his composure, happy with my original plan and even allowing
Rear Admiral Nikigriki ordered his gunners to for the Japanese torpedo superiority we got in
finish the business and a succession of hits finally more than enough shots to win the battle. I even
Not much sophistication to movement now, and scored more critical hits than Nick, but couldn’t
it was all down to gunnery. There was still an sank the South Dakota, leaving Admiral Barstow
to unceremoniously flee in a lifeboat. The battle roll higher than a two! That isn’t to take anything
outside hope that the Americans could win but away from Nick. His planning was very good,
only if they broke with habit and learnt to shoot was over.
and he separated his force into three effective
straight! groups, each with a set task. Furthermore, they
Result all accomplished what they set out to do.
The crucial decision was whether to gamble
everything by firing on Nagato or play the odds Rear Admiral Nikigriki: 51 points Apart from Fordy’s rubbish dice, what other
Vice Admiral Barstow: 36 points lessons did I learn? Well, I have increasing respect
for Japanese destroyers for a start! Once they got
Conclusion within torpedo range we were always going to be in
bother. That said, I can’t help thinking that with
Nick: Yay! Victory at last! I’m really pleased some decent dice rolls things would have gone
with the way it went. I had a definite plan from differently, but I left myself with no alternative
the start, and even though I had to set up first once Plan A had gone wrong. So, well done to the
Ian’s deployment meant I could proceed with Greek, but I have a feeling Vice Admiral Barstow
it unaltered. My front destroyer group really and Rear Admiral Nikigriki will meet again!
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Wargamer

Monty’s Offer of the Month


starship troopers army deal
As it’s coming up to Christmas Monty wanted to make sure you get exactly what you want under the tree come the 25th, and he
knows what you really, really want are Starship Troopers army deals! In case you missed them on the web site here they are again in
all their glory.

Arachnid Invasion Force: Spearheaded by the immense and heavily armoured Tanker Bug, the Arachnid Invasion Force, also includes
18 Warrior Bugs, and 9 fast-flying Rippler Bugs. There are also three additional models that can be built as either Blister or Blaster
Bugs, giving you some ranged support. Only $120/£80 including P&P.

MI Marauder Platoon: This army set consists of two M8 Apes, two M9 Chickenhawks and one M8C Bigfoot, totalling over 950 points.
Only $80/£48 including P&P.


cut here

Starship Troopers Army Deal


Either the Arachnid Invasion Force for $120/£80 incl. P&P
or the MI Marauder Platoon for $80/£48 incl. P&P

Simply print out this form along with the mail order sheet at the back of the
magazine and post it with your payment details to the mail order address. Please
note: this offer is not available via the internet. Valid until 31.12.06
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Wargamer

The Praxis
Invasion Hadrian Tulk

A multiplayer scenario for the Starship


Troopers miniatures game by the North London
Wargames Group

S Arachnid Briefing
ICON has issued orders for an all-out intelligence they hold, so it is vital that we retrieve
offensive on the world of Praxis; a planet all or most of them so the invasion will move
which if taken could provide a vital staging swiftly.
The humans believe they can eject us from our
ground for more offensives into Arachnid space as
long-standing nest on this world and use it to
well as play a key role setting up a vital supply line Depending on what size game you wish to play,
attack more worlds in our space. This foolish
to Federation border worlds. However, Praxis is you can pick a force from 1,000 points to 3,000
offensive must be crushed, with every Arachnid
teeming with Arachnids who will stop at nothing points using appropriate Priority Levels.
fighting. We must cripple their intelligence forces
to hold this vital staging post. The bug threat
so that they will not be able to stage another
must be purged in order to designate Praxis a safe Your force is randomly determined by making up
offensive like this again.
world. The legendary Roughnecks must retrieve 500 point cards of your entire force then selecting
information on the planet, vital to the advance of however many you need to meet the points
Depending on what size game you wish to play,
this offensive, from SICON agents. These agents requirement: for example, two 500 point cards
you can pick a force from 1,000 points to 3,000
must be found in order to keep the MI’s drive for 1,000 point game.
points using appropriate Priority Levels.
going past the beachhead.
The following units and models should be
Your force is randomly determined by making up
Mobile Infantry included in your force (or suitable substitutes of
500 point cards of your entire force then selecting
equal points value). Their points value is deducted
Briefing from your total points:
however many you need to meet the points
requirement; for example, two 500 point cards
This is it. The orders have been issued. Wipe for a 1,000 point game.
• SICON intelligence officer
out every Arachnid you get in the sights of your • Two fleet operatives
rifle and make Praxis a colony of the Federation. You are allowed up to three tunnel entrances and
• the Roughnecks Squad
Every unit is on standby and ready to march on two concealed entrances for this game as well as
• one five strong squad of Mobile Infantry
the Arachnids. However, some of our expedition’s four tunnelling markers.
including a Standard Bearer.
personnel were left behind in the initial scouting
of Praxis. These included the elite unit of the Mission Length
Roughnecks. These units are invaluable to You deploy first and take the first turn.
the advance of this campaign because of the The game lasts six turns or until all objectives have
been achieved, whichever comes first.
75
Wargamer

Victory Conditions
When all objectives have been achieved or at the end of the sixth
turn, calculate Federation Victory Points as follows:

SICON Agent
10 Points if he has left the table via the MI table edge.
5 Points if he is alive on table and not within 12 inches of any
Bugs.

The Flag
6 Points if the Flag is still on the table (in other words, the model
has not been removed as a casualty).
1 Points for each honour guard that is still on the table (in other
words, the model has not been removed as a casualty).

MI Deployment Zone

Arachnid Deployment Zone


76
Wargamer

Fleet Crew
10 Points if both crew have left the table via the MI table edge.
5 Points if one of the crew has left the table via the MI table edge.
Data Capsule
10 Points if any MI Officer / NCO is in possession of the capsule at game
end and is not within six inches of any Bugs.

Roughnecks
2 Points if the Lt (Jean Razak) is alive at game end.
1 Points for each Roughneck that is alive at game end.

Results
• 40 – 50 Points = Massive Federation Victory. Praxis is free from Bugs!
It is now a firm colony and staging ground for the Federation!
• 31 – 40 Points = Major Federation Victory. The Bugs are on the run!
• 21 – 30 Points = Pyrrhic victory. Beware the Bugs counter strike!
• 11 - 20 Points = Defeat for the Federation. The Bugs are coming!
• 0 - 10 Points = Disaster. Praxus is now a Bug Planet!
77
Wargamer

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79
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