Showing posts with label Future War Commander. Show all posts
Showing posts with label Future War Commander. Show all posts

Sunday, January 13, 2013

The People's Revolutionary Industrial Council and Syndicate takes the R5 Refinery

The People's Revolutionary Industrial Council and Syndicate is an armed workers' movement on Smade's World which fights to take direct control of the means of production away from the Noble Houses and Corporations which currently run unobtanium mining and hyandwavium processing facilities.

Following a surprising string of recent victories, the PRICS have recieved off-world support in the form of the New Vistula Legion. The Neo-Poles hope that by supporting the revolutionaries, they will gain a foothold on Smade's World and a small but lucrative chunk of the handwavium trade.

Here we see the rebel column of Commadante Ima Ben-Dayo as it forms up in front of the recently occupied R-5 refinery:




The column's infantry is equipped with serviceable extruded plastisteel body armor and small arms. It's backed up by a large Plasma Infantry Gun. Re-purposed heavy trucks with hastily applied armor panels carry the company. Ben-Dayo's trucks are also equipped qith heavy mortars, thrown together in liberated machine-shops and mounted on their roofs.

The column also contains a squadron of rail-gun armed "technicals" and a re-purposed heavy construction mecha, armed with seriously up-graded industrial plasma cutters.

Here's a close-up of the column:



Finally, here's the R-5 refinery from another angle. It was made out of parts of a deoderant stick, a plastic pinbox, chunks of balsa wood, beads and many bits of plasticard, tubes, and greeblies.




The PRIC miniatures are all from Oddzial Osmy's Modern range except for the Mecha which is a Risk "graffiti" piece. When I pulled it from the game, I noticed that the Chinese factory that put the casting model together had obviously stuck its legs on backwards. I had to cut them off and turn them around.


















Monday, December 24, 2012

NVL reinforcements arrive on Smade's World.

I really wanted to have these guys done by Xmas, but I'm only 2/3rds of the way there. Still, that's better than nothing. So, without further ado, here's what the New Vistula Legion presence on Smade's World looks like so far...

The entire force, laid out in parade order outside of the village of Crappensburg.

Most of the armor and infantry is 3mm stuff from 08.


 The regimental command echelon and most of the support companies. To the left we have the heavy mortar battery, to the right the walker platoon, with hunter-killer drones attached. To the either side of the Regimental H.Q. we can see the rest of the drone company: two recon swarms.
 

Here's a close-in picture of the drone company: two recon swarms and a  hunter-killer swarm. About half of the drone company still needs to be uncrated and activated.


One  of the two Legionary motorized infantry companies already on-planet. We're currently awaiting the third. This is three platoons of infantry, a medium mortar battery and a jeep-mounted recon section, plus headquarters.


The light attack company. Unfortunately, the photo's a bit blurred. Three platoons made up of a mix of armored cars and Fast Attack Buggies, along with a medium mortar section, headquarters and jeep-mounted recon.


An armored regiment from the Second Mechanized Brigade (Regular Army) is inbound and expected in the next two weeks. This is it's first squadron: four troops of heavy tanks.

 

The 24th Uhlans have had some shipping problems and only one of their line squadrons has made planetfall. The regiment's command echelon and its heavy support company have managed to join Squadron A on Smade's World, however.

The figures are fleet-scale Earth Battle Frames from Dream Pod 9.
 

 Two squadrons from a Fast Attack regiment have also made planetfall. Here we see them moving out from Crappenburg in front of the heavy armor. Until their command echelon disembarks, however, these 'speeders will be relegated to an infantry support role.



Close up photos of the 'speeders with MBT for comparison. The 'speeders are Harrier Class Gunships from Arbon Engineering, sold on Shapeways, done up in white detail material. As you can see, they scale well next to the MBTs and look like a fast GEV or landspeeder-like attack craft.



The 3rd Heavy Assault Regiment is made up of three "Spectre" class titans, nicknamed "the three graces". From left to right they are Maryla, Gabrjela and Serafina. They are made to order for the Neo-Poles by the Siliaz aliens and use black-box technology that's far beyond anything the human sphere can produce.

The figures are actually modified Dakini tecbots from the 28mm skirmish game, "Infinity".

 
A slightly out-of-focus shot of Serafina.

Sunday, April 22, 2012

Company A, First Regiment, New Vistual Legion Deploys


Well, here's Company A of the First Regiment of the New Vistula Legion, deployed on Smade's World. You see them here with a squadron of the 24th Uhlans, along with the attack component of the regimental air company and a flight of ground support aerospace attack craft.

(Also in the pictures, one can see my first terrain module done up especially for Smade's World. It's based on a 60cm x 30cm pre-framed painter's canvas, with expansion-foam hills and scratch-built buildings. These terrain modules will be the subject of a future post when I get a couple more of them made.)

These troops are 3mm modern and sci-fi figures from a variety of manufacturers, based for playing Future War Commander at platoon scale. FWC players will wonder why each platoon has two stands instead of the one which is the norm for platooon scale. This is due to the fact that the NVLs platoons are heavily over-manned by Human Sphere standards. Most infantry squads have 6-8 ground soldiers, for example, while the NVL's have 12. Likewise, NVL's vehicular platoons contain 5 vehicles instead of the normal 3, while its artillery batteries have 6 btubes instead of 4.

These large units allow the NVL to deploy a combat-capable force off-world for extended periods of time without replacements.



Here's the company, deployed to defend a ridge. The Wolverine II wheeled APCs are stationed behind the ridge, able to offer smart missile support via the target designators mounted in the company's recon drones (seen atop the ridge, left of center).

Alongside the APCs are the 6 tubes of the company's mortar battery. All the troops in this photo come from Oddzial Osmy via Pico Armor in the U.S. The foot soldiers are modern Soviet infantry and the APCs are Polish Rosomak APCs. I added a smart missile launcher to the Rosomak's turret with a bit of PVC tubing I had lying about. The drone, of course, is hand made.


Here's a close-up view of the center of the company's position. Each stand represents about 25 men in 3mm scale and two stands make up a platoon. This shot also shows you the recon drone, with the Wolverine IIs far in the background.






A close-up of the Wolverine II, drone and infantry. As I mentioned above, the APC has been customized by the addition of a smart missile launcher, seen here to the left of its turret.


Here is half the Regiment's air company (the other half is made up of heavy transport helicopters). Yes, I see the little fuzzies stuck to the bottom of those rotor disks. A couple of years ago, O8 moved to  "stick-on" rotors and the residual glue attracts dust. I'm going to need to clean them with a cue-tip. Would alchohol work, though? I don't want to use acetone for fear of desolving the rotors themselves.



The NVL is organized as a light, star-mobile force and thus has no organic heavy armor resources. AFVs are limited to the Wolverine IIs and the armored cars of the Light Attack company (not pictured here - one vehicle still needs to be painted up). Each regiment does have a heavy power armor platoon attached to its headquarters company, however. This can be seen in the picture above.

These figures are 6mm Scotia Power Armor troopers, regonfigured here to be 5 meter tall infantry support walkers.



When circumstances permit, the NVL deploys with units cross-attached from regular military formations. Here we see a squadron of the 24th Uhlans Mecha Regiment holding the infantry company's flank. It is made up of three line troops, a heavy support troop and a headquarters troop (farthest back, on a round base).

The figures here are from Dream Pod 9's "Fleet Scale" line and are Terran Gears (which, unfortunately, don't seem to be available anymore). This figure has a problem in that the barrel of its rifle (the silver bit on the left side of the figure here) is too thin and often snaps off. I "fixed" that by making the support and command mecha carry "carbines". The support mech has a bit attached to its shoulder from a Games Workshop Tau pack. If I ever do the entire 24th Regiment, this unit will probably be remounted as the regimental commander, as I only have the one bit. I'll have to come up with a different solution for the support troops. The command mecha is kitbashed by having an EW dome (a small bead, actually) glued to its right shoulder.





Finally, here's a flight from the attached 8th Tactical Aviation squadron, making a recon run ahead of the task force's position. These are Slayer micro-fighters from Iron Wind Metals. They scale perfectly to 1/600.


So that's it so far. I have most of the Light Attack company and the other two Light Mechanized Infantry companies painted, as well as the supporting units, but I need to kit-bash more drones and a few more mortar vehicles. Hopefully I'll have all of this up soon!

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Friday, October 22, 2010

The Quarterly Report, V1. #1

Being a quadriannual report of all things Quarish in Rio de Janeiro


The 116th Provisional Brigade occupies a hilltop

15mm Quar Arrive in Rio
On my recent trip to the U.S. top take part in the Stop Trafficking! conference at DePauw University in Indiana, I took the opportunity to pick up a bunch of 15mm Quar from Zombie Smith.

The quar are a delightful ficticious race which has sprung from the ferbile immagination of Joshua Qualtieri, who has apparently been dreaming up these little buggers ever since he was a kid. They are a race of extremely pugnacious anteater-like omnivores which Josh has imagined as caught up in a never-ending cycle of clan-based politics and warfare. At the current point of the story line (i.e. the point the miniatures are modeled on), the quar have a technological base that's roughly on the level of World War I and the current round of the endless conflict (appropriately called The Long War) has lasted 700 years. A new messianical leader has arisen among the quar of the nation-state of Tok, however. Alykinder is part Napoleon Bonaparte, part Leon Trotsky and part Moe from the Three Stooges. He has held out the hope, to all quar kind, that the Long War may finally be ended through a widespread and thorough-going revolution which will overthrow the ruling clanlords and usher in an era of unprecedented peace and prosperity across Alwyd, the quar's planet.

Fired by missionary zeal, Alykinder's Crusader catrawds (regiments) have overrun most of their enemies, partly due to the fact that their leader is something of a genius for military innovation (he pioneered the use of dirigible and zepplin-based airmobile tactics, for example). Alykinder's dream of peace through war seems to be going terribly astray, however. The intensified violence brought about by the Crusade has broken the bounds of the laws which the quar have traditionally used to keep total war at bay. Now, the four cadierquar of the appocalypse roam the face of Alwyd and Crusade seems posed to toss all of quarkind into an age of bloody chaos never before seen in their history...

The quar miniatures produced by Zombie Smith come in two sizes: 15mm and 28mm. Being that the quar themselves are somewhat shorter than humans, this means a "foot to headtop" size of 12mm and 22mm. My first batch of quar are four company-sized packs of 15mm figs for a total of about 200 miniatures. Josh very nicely supplied me with some extra mounted officer figs so that I could have a go at building a cavalry regiment as well. Josh claims that he plans to have the entire 28mm line of quar figs reproduced in 15mm "very soon now", but at this point, all you can buy are Crusader infantry. This is not such a problem as one might think, however, because many of the factions opposing Alykninder's forces use Crusade-style equipment. You can purchase 15mm quar with helmets, caps and bear heads, so I've made the helmeted quar my Crusader forces and the rest will be their Royalist foes.

Zombie Smith produces two sets of rules for use with the quar and both may be bought and downloaded on-line. This Quar's War is meant to be used with the 28mm or 15mm stuff for company-sized conflicts (40-50 figures per side). Meanwhile Songs of Our Ancestors is a skirmish set, geared towards battles with 6-12 figures a side. Both systems are excellent and are worth your money even if you plan to use your own rules as they come with background information about the quar and their world. TQW is especially good in this sense and many reviewers have compared the book to Osprey's historical volumes. Particularly poignant in TQW is the series of letters which open each chapter between a Crusader recruit and his young cousin back home. Understated and well-written, they give glimpse into the pathos and futilty of the Quar's conflict and warfare in general. For this reason alone, TQW get's a big thumbs up from us here at Lead Doesn't Bleed. Josh Qualtieri, like many wargamer's, seems to be something of a pacifist and is on-record as saying that one of the reasons he developed the quar is so that gamers could indulge in bloody mayhem without feeling guilty over representing real-life wars and battles. That may be so and is a laudible thing, but what's truly extraordinary is that Qualitieri and crew's fluff pieces can actually make you feel terribly sorry for these ridiculous little bloody-thirsty monomaniacs.

Regarding the quality of the figures, the 28mm line is excellent and on par with the best stuff Games Workshop or the Perry Twins make. It's also expen$ive at 4-6 USD a fig. The 15mm stuff is much more economical, but is sculpted by Qualtieiri himself and is not quite so breathtakingly detailed as the larger figures. However, it is very workman like and perfectly acceptable fort he wargames table.

Planning the units and basing
I plan to use my 15mm quar with Specialist Military Publishing's Future War Commander rules and also, possibly, with Rapid Fire. I've thus decided to base my figures at a scale of 20 quar to a casting. This means that a regulation sized catrawd of 9 line companies and 1 assault company will be made up of 20 stands of 2 castings each. I've decided to base light machineguns and light mortars seperately at a scale of six weapons to a stand. The average catrawd thus gets three stands of each. Technically, at the platoon/section level of play, these weapons would probably be factored in to the regular stands. However, being that this is WWI -style combat, with relatively few vehicles, I'd like to give players a wide range of infantry types to utilize during the game, so I've gone with seperate basing of company-level support weapons.

Each catrawd will also get a regimental command stand of 3 figures and a flag and 2-4 "battalion" commanders, mounted singly.

Zombie Smith makes heavy tanks for the 15mm line and I bought one. I also picked up some WWII German 150mm infantry guns from Pendraken's 10mm line. These are funky-looking castings which fit right in with quar's style. I figure that they are 75mm support guns. Finally, I did some simple conversions for the artilleryquar (basically cutting away their weapons) and assault engineers (engineers get a bit of small plastic tubing on their backs to carry their anti-obstacle and demoltion charges, while flamethrower quar have two bits of the same tubing attached to their packs as fuel tanks). I also converted some mounted officers into lancers by filing down their epaulettes and giving them plasticard carbines and paperclip lances.


Pendraken infantry guns employed by Crusaders


A column of assault engineers led by flamethrowers

My first unit will be a Crusader provisional brigade; a mish-mash of remnants of other units and, consequently, something of a combined arms force.

The 116th Provisional Brigade

The simultaneous revolts in Lower Barro and Kryst of 1772 took the Crusader High Command by surprise, though by all rights they shouldn't have. Both nations had been relatively quickly overrun before the Crusade even properly began. Lower Barro had always been one of Alykinder's main bases of political support, but the False War had resulted in the wholesale exile of the nation's royalist political class, who maintained their connections with the region's principal clans from their refuges in Fidwog and Creevin. The conquest of Kryst, while rapid, had been less than complete, with significant elements of the Krystian regular forces (most particularly the famous Sand Stalker Brigade) undefeated. Furthermore, like the nobility of Lower Barro, Kryst's most notorious royalist leaders were exiled, not killed.

By late 1770, then, both regions were passing through a marked upswing in partisan activity, which was barely kept in check by Crusader internal security troops and the local police. As overstretched as Alykinder's forces were, few regular units could be dispatched for partisan-hunting operations in the deserts and mountains of what was still generally considered to be the Crusade's backyard.

In 1772, several city states in Kryst openly entered into revolt as well as the city state of Mulf in Lower Barro. Initially, rebel forces consisted of militia levies, backed up by partisans and a handful of elite city guard catrawds (most notoriously the Sand Stalkers, in the case of Kyrst). The rebels' immediate opponents were a grab-bag of Crusader units which generally fell into one of two categories: tired and depleted veteran units which were in the region resting and refitting prior to redeployment elsewhere, or newly raised, very green reserve Catrawds.

The 116th Provisional Brigade was organized around several Crusader units which were in the southern portion of Lower Barro when the revolt began. It is an excellent example of just the sort of ad-hoc battlegroup which bore the brunt of the initial rebel assault.

The 116th Crusader Guards Catrawd
Sylwedl Yrseg, Commanding
5 Ryfler Companies, 3 Assault Companies:
41 Officers,
369 Enlisted
6 100mm Infantry Guns
4 Baeliog Armored Tractors

The core of the Brigade was made up of the remnants of the 116th Crusader Guards Catrawd under the leadership of Syrnol Cysrad, who was quickly breveted to Caernerol and brigade command at the start of the rebellion, leaving effective control of the 116th Guards to his second in command. Initially, the catrawd had only enough ryflers to make five understrength companies and only a third of its authorized support weapons (mortars and light machineguns) were available. Cysrad, however, quickly attached the faculty of the Welfyn Combet Engineer School to the unit, giving it an additional three companies of flamethrower and demolitions-equipped assault troops, two batteries of light infantry guns and four old, but serviceable, Baeliog heavy tractors.

Remnants 35th Gendarmie Squadron
Syrnol Dweezil, Commanding
1 Composite Troop
4 officers,
61 Enlisted

The 35th Gendarmie was a cavalry unit on internal security duty which had been largely overrun by Lower Barro militia in the opening days of the revolt. The squadron's remnants fell back on Welfyn where they were re-equipped and re-organized by Cysrad as the Brigade's reconaissance unit.



Sylwedl Yrseg plants the catrawd's flag behind the infantry gun battery.
To his left, two wedges from the 35th Gendarmie wait in reserve.



Three rhyfler companies from the 116th advance in skirmish formation through a small valley.
Light machineguns anchor the line's right flank and a light mortar battery has set up in reserve,
ready to offer fire support if necessary.


Two shots of the 116th's Baeliog Tractor squadron.

Future War Commander Stats for 15mm Quar


Tuesday, October 12, 2010

New Project: 15mm Quar

I bought some of Zombie Smith's excellent Quar figures for a change of pace when I went up to the States in September. These figs were recently voted "Best Sci-fi miniatures of the year" by the crowd over at The Miniatures Page and they come  in both 15mm and 28mm.

Here's some initial shots of my first batch of painted 15mm quar. The photo quality ain't great and I'm sorry to say I had to relearn how to paint 15mm after all this time painting 3mm stuff, so the paint job isn't as good as it could be. But these are just "rough" shots. I plan to do a mega Quar post in the very near future, with rules and stats for Future War Commander.

These are based presuming 1 figure = 20 quar, with two bases being a Quar company.


Above, you'll see the core of the 116th Guards Catrawd. 3 companies of Guards to the right, a Baeliog Armored Tractor in the middle with two batteries of infantry guns to the right of it and finally three companies of assault engineers on the left.




Baeliog troop. The vehicle modeled here is "Old Number 7" from the Welfyn Combat Engineer School.



Sylwedl Yrseg, and his retinué, commanding the 116th Guards Catrawd. 





The newly raised 6006th Reserve Catrawd from Tok, at full parade strength.



Two wedges from the 35th Gendarmie Squadron escort a baggage train.



Close up of the 35th Gendarmie.


A flying squadron of Kryst's famous Sand Stalker Brigade. Obviously, the transport has been left behind somewhere, along with the machinegun carriages.



Sunday, July 11, 2010

Big Red and Thor


Here are a couple of pictures of the House Möder-Fokker titans, Big Red and Thor.

These are Dream Pod 9 Earth Force Frames, done up as 60-foot-tall mega-walkers for my 1/600 sci-fi Furture War Commander project.

Monday, July 5, 2010

Building a 3mm Science Fiction City

Last Tuesday, I took a stroll down through the SAARA to my favorite bead and bangles shop, where I bought 20 dollars worth of wooden and plastic beads and shapes with which to build some sci-fi urban terrain for my burgeoning 3mm mecha armies.

My goal was to make suitably phallic-looking towers a la Dream Pod 9's rendition of the city of Peace River. (I was also inspired by the One More Gaming Project blog's recent Martian city.) I didn't want the buildings to be TOO detailed, as that would distract attention from the minis, but I wanted the to be more than simply painted shapes.

Anyhow, here are the results so far...




And here's a few action shows with the painted main citadel and a few city blocks. Note also the presence of Big Red, the House Möder-Fokker Titan....






Thursday, June 24, 2010

Building the Big Boys, Part 1

I'm such a lazy sod! Look at that frickin' mold line...!

The Commander series of wargame rules is a marvelous example of what Ty Bomba likes to call "design for effect", by which he means that it concentrates on producing a believeable looking game while not worrying about small details. Units are abstracted in the interest of maintaining a quick and fluid game experience and, by and large, this is a good decision. Few rules systems allow one to really feel like a commander on the battlefield. In the xxC system, however, because the system glosses the small stuff, one experiences something like the worries of a real-life military leader, concentrating more on the big picture rather than on whether or not a 76mm cannon can penetrate a Tiger II's front armor at 500 paces.

The only problem is that when we get to the sci-fi installment of the system, Future War Commander things seem just a tad TOO abstract. Maybe it's because I cut my sci-fi miniatures gaming chops on Games Wankshop's Adeptus Titanicus and Steve Jackson Games Ogre Miniatures, but one of the things I look for  in my sci-fi games are large combat vehicles. I mean ridiculously fucking spectacularly unbelievably large vehicles. And for the game system to work well for me, these titanic monsters have to be integrated into the system in such a way that they simultaneously play differently from the small "popcorn" units, but don't absolutely dominate the game.

Those of you who play Ogre know what I'm talking about. In that game, one rarely sees more than two massive cybertanks on the battlefield and, when present, ogres are indeed a major focus of the game. But without appropriate support from conventional units and infantry, ogres will quickly find themselves ground down and worn out.

I think Future War Commander, as it stands, just misses this effect. Its massive units are not quite differentiated enough to give them an individualized feeling which, let's face it, is what you want to have when manuvering a robot the size of an office building through downtown Tokyo. As the rules stand, massive units are just regular units writ large and are generally too vulnerable to make them worth their cost.

This really isn't the fault of the rule's author, Peter Andrew Jones. After all, he was looking for an quick play, simple rules system which could, simultaneously, be stretched to fit any sort of sci-fi universe one chooses. And it is this flexibility which is ultimately FWC's saving grace. Peter hasn't so much given us a rules set as a nice big Lego box. By tweaking unit construction and inventing new optional rules and upgrades, it is very easy to take Future War Commander in any direction one wants. And that, of course, was Peter's main goal.

So now that my 1/600 armies have some titans and cybertanks painted up, I`ve decided to give some thought as to how I want them to work on the battlefield. What follows are some of my ideas.


Massive Units in General - Rules Tweaks
The following are some general rules changes which I intend to employ regarding massive units. They add a small amount of complexity but, in general, I`ve tried to hew to Peter`s "design for effect" philosophy and keep them as simple - and thus memorizable - as possible.

Suppression
As the rules stand, massive units are far too easy to suppress, being treated like a regular unit in this respect. Because of this, a lowly infantry unit with popguns can easily stop a massive cybertank in its tracks. Sorry, I feel this is far too much vulnerability. To fix this, apply the following rule:

Massive units only test for suppression when hit by another massive unit's primary armament. Shielded units (massive or otherwise) do not test for suppression until their shields are down.

Fall backs
It should be noted that massive units do not fall back under any circumstances and that multiple fall backs are one of the main ways in which units are killed in this game. This is probably a good thing, otherwise popcorn would be knocking massive units out left and right. However, it seems to me that massive units should be at least somewhat vulnerable to other massive units. For this reason, apply the following rule:

Any time a suppressed massive unit is hit, it must roll for fall-back normally. Massive units are never knocked out by fall backs, even if forced to fall back more than 10cm by another massive unit's primary armament

So now conventional units can force massive units to fall back if another massive unit has already suppressed the target beforehand, but you still have to kill the buggers the hard way. Also, the new rules on suppression mean that even if you concentrate a lot of conventional unit's fire on the massive unit, you're not going to do much good unless you take it out completely.

Firing to damage
Add the following rule:

Any unit may "fire to damage" a massive unit. This is declared after activation and before any attacks are made. Units firing to damage do not count damage normally, but for every X unsaved hits, eliminate one hit point from the target PERMANENTLY. X = the massive unit's damage threshold, which is typically "3". Note that an attack which is declared to be "firing to damage" cannot kill a Massive unit unless it makes X * Hit Points worth of unsaved hits.

Critical Damage

Add the following rule:

For every hit point permanently removed from a massive unit via "firing to damage", roll one die: on a "6", the massive unit suffers critical damage. Roll on the following table for each critical hit:

CRITICAL DAMAGE TABLE  
1 Movement reduced by 5 cm
2 Shield generator destroyed
3 Secondary explosions cause two more permanent hits (roll for crits)
4 Secondary Armament destroyer (choose at random if more than one)
5 Secondary Armament destroyer (choose at random if more than one)

6 Primary Armament destroyed

If a critical hit can't apply (e.g. the primary weapon is already gone and you roll a "6", continue rolling until you get a result that can be applied.


Building massive units The following additions should be added to the rules for creating your own units:

Unit Attributes
  • Massive                                +5 for each hit point
  • Command Capable              +1/2 CV cost                        Massive unit is also a command unit
  • Expendable                           +5 per four hits
  • Damage Threshold 1             -10 per hit point
  • Damage Threshold 2             -5 per hit point
  • Damage Threshold 3              0
  • Damage Threshold 4             +10 per hit point
  • Damage Threshold 5             +15 per hit point

Points formula for units
  • Massive units count each weapon seperately.
  • Regular units count a scondary weapon at half cost and a tertiary weapon at 1/3rd the cost
New or Revised Attacks
  • Stabilized                                 +10 for regular units, +10 for each massive unit weapon
  • Half AV versus AFV (I)          -25% from the attack points before tech upgrades
  • Half AV versus Infantry (A)     -15% from the attack points before tech upgrades
  • Hard Attack only (#)               -25% from the attack points before tech upgrades
  • Soft Attack only (*)                 -50% from the attack points before tech upgrades
  • Artillery Attacks                       AV x15, plus range points. Range cost for 200cm is 100. If off board, range cost is 150.
  • Divisable AV                            May divide the AV into as many attacks as player wishes, +25% of the attack points before tech upgrades
  • Restricted Ammo                    x25% per shot (so four shots is effectively unrestricted ammo)

Tech Upgrades
  • Electronic Warfare Suite         +15 per attack value (note that this is simply Cryonics Weapons in a less orky guise).
  • AEGIS system                        +40/+70/+100 Works as a shield dome, but only against smart missiles and indirect artillery attacks. Does NOT absorb attacks from friendly units, but does attack enemy units moving through it in the same way as a shield dome.
  • Shields                                   A unit can now have any number of shields, regardless of its hits.

Optional Rules
I also decided that I wanted artillery and missile rules which didn't seem like WWII on the game table. The following rules make both more flexible (and artillery more costly):

Smart Missiles
  • Smart missiles can be (*), (#) or regular. If they have a restricted target type, they gain the regular discount.
  • Smart missiles DO NOT have the "auto-linked" upgrade: they are strictly "fire and forget". However, smart missiles now IGNORE line of sight restrictions. If at least one friendly unit is within 30cm of the target and has a line of sight to it, it can spot for any smart-missile equipped unit or units, as long as it activates together with these firing units. Spotting in this fashion is considered to be an action.

Artillery
  • - Any HQ unit can now spot for off-board artillery using its CV value.
  • - Any friendly unit can now spot for off-board artillery using the CV value of its activating HQ/CO unit, -1.
  • On-board artillery can fire at units outside their LOS if at least one friendly unit is within 30cm of the target and has a line of sight to it and activates together with the firing units.Spotting in this fashion is considered to be an action.
  • - Artillery targets can attempt Evasive Action against indirect fire artillery.
  • - Artillery is now costed out according to the following formula:
     Artillery Attacks AV x15, plus range points.
     Range cost for 200cm is 100.
     If off board, range cost is 150.


  
Building the big boys
So now that we have some basic rules, let's build us some ridiculously large combat vehicles!

(By the way, I suggest that you make a little unit card for each type of massive vehicle you control, instead of sticking all its information on one or two lines).

Cybertanks versus Titans
In my gaming universe, cybertanks use strictly human technology and are thus considered obsolete. Walkers, of all sizes, use neural feedback network and shield technology acquired from the Siliaz Hegemony and are thus much more effective, though also quite costly. Walkers are they only units which can have stabilization and their field of view is 180 degrees (not restricted, as in the regular rules). So why does humanity still use cybertanks? Because they are relatively easy to build and maintain on colony worlds, using the technology and resources commonly at hand. Plus, the buggers are as tough as old horseshoe nails.

Mark III Cybertank
Let's start off with Fred, a Mark III Cybertank.


Fred was built as a colonial defense unit and still fulfills that role quite adequately, though without shields, he's increasingly vulnerable to enemy titans. Fred's chassis is about 50 years old, though his brain has been repeatedly upgraded with top-of-the-line AI softwear. He's close enough to self-aware as to be no nevermind. His hobbies include football and chess. Fred has been known to play an entire battalion of infantry, simultaneously, at the later game.


Mark II Cybertank
This is Dave, a slightly smaller Mark II cybertank, also built as a colonial defence unit.



(You'll have to forgive Dave for being a little dusty. Apparently some mold is growing under his starboard missile launcher).

Dave currently workd for Baron Hisa Möder-Fokker and is shown here in the colors of the Baronial Guard. Mostly, Dave stays stored in the basement of the Fokkin Castle, waiting to be called out to repell any invasion of the baronial lands. In his spare time (of which he has plenty), Dave writes a "lonely hearts" advice blog which is syndicated across the Human Sphere.


Next up, Titans!