Sp39wargamer PDF
Sp39wargamer PDF
Sp39wargamer PDF
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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!
Giant Slaying 22
The Narn encounter an Ancient at Sigma 957. A scenario
for A Call to Arms.
Event
Frontier Clash
The Minbari pursue a Drakh raiding fleet into Centauri
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Heroes of the Rodina - Part One
The first half of the Russian Fleet Listing for Victory at Sea.
47
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Fire, Fire 66
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Death in the Undercity, Part Two Scenic Mayhem: Nuclear Ambitions
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Eye On Mongoose
This Month’s Releases and Stockist News
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.
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.
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.
www.mongoosepublishing.com
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
The System
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+
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
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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.
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.
Future Units: Shadow RST-V, Force Recon Team, AH-1Z Super Cobra,
Talon Sword Team, Predator UAV.
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Future Units: WZ-551 IFV, EQ2050 Air Defence System, Sniper Team,
WZ-10 Attack Helicopter, J-12 Multirole Fighter.
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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.
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!
• 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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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
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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Wargamer
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.
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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Wargamer
THE GORLITH
CAMPAIGN
Part Two of our Linked Starship Troopers Scenarios
Matt Thomason
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
Alternatively you may take any 270 point force of your choosing.
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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 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 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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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.”
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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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
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.
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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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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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
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
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.
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.
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.
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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
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
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
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
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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
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Wargamer
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
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
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.