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©2016 Robey Jenkins & Precinct Omega SUPER HEAVY A fight between mechs is a battle of titans and, appropriately, the most exciting and tactically-significant confrontation of most battles. Mechs are so mobile and carry such potent firepower along with them that few objectives can be reliably pursued without a plan to deal with one's opponent's mechs. The most popular anti-mech tactic has historically been to field more mechs than the enemy. This was what led to the anti-British coalition prioritizing the capture and repair of damaged mechs early in their campaign from 2117 onwards. But as mech technology evolved down the centuries, an alternative philosophy has occasionally emerged: that the best solution to enemy mechs lay not in having more mechs, but in having a bigger mech. The first supermech was built by the Russians. Unable to replicate damaged British command matrices that unified weapons and piloting in a single intuitive interface, they adapted captured frames to a 2- person cockpit based on rotary gunship platforms that carried separate pilots and weapons operators. Whilst it made their early attempts less responsive and more fragile than the British designs, it also led them in new directions as, unrestricted by the practical limitations of the British interface, they found they could add more weapons onto larger frames simply by expanding the crew size. The largest supermech that stomped its way out of the experimental Caucasus factories never engaged with the British forces which, by this point, had fractured and dispersed, abandoning most of their French territory to be fought over by the increasingly-dysfunctional coalition. Rather, it was applied as a terror weapon against secessionist groups in the Crimea and other border territories where minority ethnic groups resented the Russian hegemony. Only ever built in small quantities, the Kazak had a distinctive quadruped chassis to compensate for its poor overall balance: the result of substandard gyro-stabilizers and excessive upper-body weaponry. It also carried a crew of four: a pilot and co-pilot who operated 1 Miniatures (L to R): EMP Games, Angel Barracks, EM4 Miniatures, Brigade Models, Microworld Games, Microworld Games, Brigade Models and Paulson Games

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Page 1: SUPER HEAVY - Fyshkatie/wargames/downloads/horizon-wars/hw-superhe… · Miniatures (L to R): EMP Games, Angel Barracks, EM4 Miniatures, Brigade Models, Microworld Games, Microworld

©2016 Robey Jenkins & Precinct Omega

SUPER HEAVY

A fight between mechs is a battle of titans and, appropriately, the most exciting and tactically-significant confrontation of most battles. Mechs are so mobile and carry such potent firepower along with them thatfew objectives can be reliably pursued without a plan to deal with one's opponent's mechs. The most popular anti-mech tactic has historically been to field more mechs than the enemy. This was what led to the anti-British coalition prioritizing the capture and repair of damaged mechs early in their campaign from 2117 onwards. But as mech technology evolved down the centuries, an alternative philosophy has occasionally emerged: that the best solution to enemy mechs lay not in having more mechs, but in having a bigger mech.

The first supermech was built by the Russians. Unable to replicate damaged British command matrices that unified weapons and piloting in a single intuitive interface, they adapted captured frames to a 2-person cockpit based on rotary gunship platforms that carried separate pilots and weapons operators. Whilst it made their early attempts less responsive and more fragile than the British designs, it also led them in new directions as, unrestricted by the practical limitations of the British interface, they found theycould add more weapons onto larger frames simply by expanding the crew size.

The largest supermech that stomped its way out of the experimental Caucasus factories never engaged with the British forces which, by this point, had fractured and dispersed, abandoning most of their French territory to be fought over by the increasingly-dysfunctional coalition. Rather, it was applied as a terror weapon against secessionist groups in the Crimea and other border territories where minority ethnic groups resented the Russian hegemony. Only ever built in small quantities, the Kazak had a distinctive quadruped chassis to compensate for its poor overall balance: the result of substandard gyro-stabilizers and excessive upper-body weaponry. It also carried a crew of four: a pilot and co-pilot who operated

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Miniatures (L to R): EMP Games, Angel Barracks, EM4 Miniatures, Brigade Models, Microworld Games, Microworld Games, Brigade Models andPaulson Games

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©2016 Robey Jenkins & Precinct Omega

navigation from an armoured central pod, and two weapons operators who managed independent weapon turrets on a left/right split.

The Kazak's strategic impact was primarily psychological. Although it could manage impressive walking speeds of 40kph, it still struggled to keep up with tracked assets. A dedicated transport aircraft was developed, but could never achieve high altitudes and half a dozen Kazaks were destroyed by the simple expedient of shooting their carrier whilst both were airborne.

The remaining Kazaks were mothballed in high security depots near Biysk just before the 2127 Tomsk Incident that ended effective central government from Moscow. What happened to them after that? Who knows?

- Extract from Super-mechs and other human follies, New Venera Magazine, March 2333

In Horizon Wars, the mech bestrides thebattlefield as god of all it surveys. ThePresence of mechs in the battle islimited to 3 for reasons of... well, notrealism; let's not kid ourselves, but forreasons of sensible suspension ofdisbelief. It's for a similar reason thatheavy cavalry is Presence 3 and nolarger. Historically, many governmentshave, in their more vaingloriousmoments, planned immense warmachines. But the handful that ever sawactual combat rapidly proved entirelyimpractical: pretty much the only thingthat that they did do rapidly!

Having said all that... The future isanother country: one whose bordersmay not even be on Earth, and whosecombatants may not be us. Perhapsmore importantly, Horizon Wars is agame that does its best to embrace thesheer silliness of human folly. And thereis something inevitably potent emotionally, if not practically, about really, really big war machines.

This article, then, is an expansion to the core Horizon Wars rules that explains how to build super heavy machines, and adds some new options for upgrades. It also gives some advice on how to use super heavies in your games to maximum effect.

These rules aren't recommended for competitive or tournament gaming, although a brave event organizer might be prepared to give them a shot...

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Mech by Paulson Games, with tank from EMP Games for scale.

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BUILDING THE MONSTER Part 1MECHS

The formula for building a mech of any sort is quite simple: 3P+8. That is, multiply the element's Presence by three and add eight.

For Presence 4 super heavy mechs this still applies, so a P4 mech gets 20 points to spend on its construction.

For P5+ mechs, however, the formula is 2(P-4)+20; i.e. after 20, a P5+ mech only gets two more points to spend per point of Presence. So a P5 gets 22 points, whilst a P6 gets 24, a P7 gets 26 etc.

There are some additional restrictions on super heavy mechs:

1. They cannot be Rapid.2. They have a minimum M of 4.3. They have a maximum F of 10.4. They have a minimum A of 3.5. They have a maximum D of 6.

These limits are designed to keep the performance of the super-heavy mech somewhat in check.

As well as the mech upgrades listed in the Horizon Wars rule book and other supplements, superheavy mechs also have access to a range of additional upgrades. These are listed in the table at the end, but someexamples of mechs that are possible within the rules are given below.

“The work is a powerfulstatement of humanity'sfundamental inhumanity and ahighly relevant reminder of ouressential fragility in the face ofan uncaring universe. It leavesthe viewer desolated,overwhelmed and, yes,frightened – as it should.” -Gaius Ishigaru Polenski IV,Itinerant Art Critic (2436)

“Well it seems a shame not totake her out for a test-drive.” -Ted, professional prankster(2437)

“TeD Waz HeRE” - Sloganburned into the Rainbow Salt Plains in letters five thousand feet high and fifty feet deep and estimated likely to remain legible for around five million years (2437)

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Supertank from Spartan Games, infantry by Angel Barracks for scale

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©2016 Robey Jenkins & Precinct Omega

Mongrel (2118)The Mongrel was an early Russian adaptation of the Cuirassier Heavy Mech that added an additional pair of legs for improved stability and to support the weight of larger weapon power coils. Most observers discount the Mongrel as a true supermech.

P M F A D Upgrades4 5 6 4 4 Bracing Mass

Pendragon (2116 [undeployed])The Pendragon - the only British supermech - never saw action during Op Plantagenet. Hurriedly designed to meet enemy mech assaults head-on with a brutal philosophy of slaughter, several prototypes were apparently built but were never accounted for in the operation's aftermath.

P M F A D Upgrades5 5 7 5 4 Assault Rig

Kazak (2117)The first true supermech designed for mass production, although only a few were ever officially deployed.

P M F A D Upgrades6 5 8 4 5 Minelayer, Fragmentation Screen

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This supermech from EMP Games makes a great Kazak.

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©2016 Robey Jenkins & Precinct Omega

Zealot (2125)The only mech ever developed independently by the Israeli government and the largest recorded during theBurning, only ten Zealots were ever built, as a deterrent to neighbouring countries. A mobile strike force in its own right, it was doubly potent when loaded with light fighters.

P M F A D Upgrades7 7 7 4 6 Launch Bays

Cyclops (2230)Originally designed as a civilian supermech for Martian exploration, to be a mobile support centre for smaller mechs, it was easily up-gunned when hostilities with Venus and others began to increase. As a result, the Cyclops was the most common supermech throughout the New Colonial period.

P M F A D Upgrades8 6 7 6 6 Landing Pad, Engineer

Caesar (2407)Mechs of this size and power simply weren't possible until synthetic intelligence opened new horizons for command interface. The Caesar mech was a favourite of the self-appointed generals of the New Age and was most commonly seen as a frontline CHQ in expeditions in the Dark.

P M F A D Upgrades9 8 8 8 6

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This mech from Paulson Games is a great Cyclops; with a recon element from MicroworldGames for scale.

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©2016 Robey Jenkins & Precinct Omega

Empress (2434)Technically, the Empress megawalker was a mobile art installation. Its designer - who titled it Grandiloquent Selfindulgence III - The Symmetry of Love and Violence - sold it to a private collector who took it on a tour of the Gangrel Sector before it vanished. Most believe that it self-destructed during a firepower display, but reports continue to circulate of sightings - unconfirmed, despite the megawalker's size.

P M F A D Upgrades10 6 10 6 5 Apocalypse Weapon, Landing pad, Bracing Mass

At the time of Operation Plantagenet in 2116, only a handful of supertanks were in use worldwide. The German "Grand Leopard" was designed as an urban support weapon for police operations along the unstable borders with Poland and the Czech Republic. Bristling with light weapons and equipped with a range of non-lethal systems, such as sonic cannons and immobilization foam, it was designed to deploy intimidatingly to major junctions, squares and other open spaces in cities like Frankfurt and Dresden where civil insurrection had become . Impregnable to most conventional weapons, and largely immune even to light anti-armour devices, the Grand Leopard was deployed against Operation Plantagenet as a forward command and control vehicle.

Despite its low firepower and mobility, its impressive armour and use of smart self-healing technology made it a challenge for even the most determined of British commanders and in the latter period of the operation, it was effectively partnered with lighter, more mobile heavy hitters to great effect. Had intelligent use been made of similar platforms earlier, British expansionism could have been shut down before the greater acts of insanity could happen. However, the weight prevented rapid redeployment andcities with access to Grand Leopards increasingly refused to permit their use outside city limits. Some commentators have pinpointed the success of these massive vehicles as being an early cause of the subsequent city-state movement.

BUILDING THE MONSTER Part 2SUPER-HEAVY CAVALRY

Unlike conventional heavy cavalry tanks, super heavy cavalry are a highly variable breed.

Super heavy cavalry start with 15 stat points and gain +2 points to spend on increasing their stats or adding upgrades for every point of Presence from 4 upwards. So a P4 supertank has 17 stat points and a P5 has 19,etc.

In addition, super-heavy cavalry are Vanguard, but are not Rapid. Super-heavy cavalry do not count as conventional elements and so may not have Command Resource points spent on them.

As with mechs, superheavy tanks come with a range of special upgrades they can take from the table at the end of this supplement. But some sample super-heavy tanks are shown below.

Grand Leopard (2114)The Grand Leopard was a popular mobile command base for the anti-British task force during Operation

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©2016 Robey Jenkins & Precinct Omega

Plantagenet. Whilst slow and with limited firepower, it was virtually indestructible.

P M F A D Upgrades5 3 3 6 5 Gunnery Controller

V6b Superwang (2227)Named, without irony, after the Vizhnu corporation founder responsible for the colonization of Venus, the V6b was designed to resist the depredations of its homeworld's vile atmosphere for as much as twenty-fourhours. Up-gunned and deployed to Earth after the Fall, it was a potent mobile bunker.

P M F A D Upgrades6 3 5 6 5 Self-repair system

"The Beast" (2248)The Beast was a star of the rogue leagues. She would roll out alone onto the pitch against six , seven or more opposing mechs, using her speed and firepower to slaughter one after another. Survival against The Beast was enough to gain one entry to the professional league. Winning against her meant overnight celebrity.

P M F A D Upgrades8 7 6 4 3 Self-repair system; Gunnery Controller; Crusher

"The New Beast" (2448)For the 200th anniversary of her commissioning, a light-hearted historical society "liberated" The Beast from her museum home, refurbished her and installed an artificial intelligence. The media networks labelled the prank "hilarious", "refreshing" and "unspeakably destructive". The New Beast's whereabouts are currently unknown.

P M F A D Upgrades9 7 6 5 4 Artificial Intelligence; Crusher; Self-repair system

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Supertank and infantry from Microworld Games

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©2016 Robey Jenkins & Precinct Omega

BUILDING THE MONSTER Part 3SUPERHEAVY AIRCRAFT

Aircraft are a rather different prospect when it comes to designing superheavy elements. Whereas one can more or less rely on the idea that a P6 mech is physically larger than a P4 mech, and a P7 supertank is obviously more imposing than a P5, the Presence of an aircraft is less closely related to its size.

An aircraft that is faster, more manoeuvrable and more heavily armed with more potent weapons is going to be substantially more dangerous than its less lethal – but physically larger – neighbour. To put it simply: an F15 Eagle has a higher Presence than a Boeing 747.

As a result you can, hypothetically, have P5 super-fighters that are the same size as a P1 Flying Peashooter. These rules, however, are not intended to create such devastating weapons. Rather, they are aimed at the true leviathans of the air. Superheavy aircraft are physically vast, bristle with weaponry, block out sunlight and generally manoeuvre with all the grace and finesse of a hippopotamus1.

The formula for assembling a superheavy aircraft is 3(P-1)+9, so a P4 aircraft will have 18 points to allocate, whilst a P6 will have 24.

1. Aircraft of P4+ have a maximum F of 10.2. Aircraft of P4+ have a maximum Mv of 5.3. Aircraft of P5+ may not have the rotary upgrade. 4. Aircraft of P5+ must have the light transport or heavy transport upgrade.5. Aircraft of P7+ must have the antigrav upgrade2.

Again, we have some examples of superheavy aircraft to guide and to inspire.

Vulcan 2 (2116)The British assault on Paris was spearheaded by a full Squadron on Vulcan 2 tactical bombers. A combined heavy transport and tactical bomber, the Vulcan was designed to inflict a punishing bombing strike, followed immediately by an aerial assault of light mechs.

P M F A D Upgrades5 2 (+5) 7 2 1 Heavy transport (x2), Gunnery Controller

M12 “Godkiller”The period of the Burning saw few consistent approaches to superheavy aircraft, but the US arm of the anti-British coalition did manage to re-purpose some of its larger troop-carrying aircraft into super-gunships witha view to bringing down British mechs with overwhelming firepower.

P M F A D Upgrades5 5 (+2) 9 3 2 Rotary, Light transport

1 A dead one, that's been thrown out of a hot air balloon.2 If you are playing in an era or setting that excludes the antigrav upgrade, you can't have a P7+ aircraft. They are just too big and potent to operate without the capability afforded by antigravity technology.

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©2016 Robey Jenkins & Precinct Omega

SUPERHEAVY UPGRADES

Upgrade

Mec

h

Cava

lry

Airc

raft

Poin

ts Effect

Apocalypse WeaponThe element carries a weapon of terrifying potency, and horrible risk.

X X X 2 The element may use its Apocalypse weapon as part of any Shoot or Move & Shoot action. If it does so, add +5 toits F for this action only. Once the action is resolved and before any reaction, reduce the element's F by -1 for each12 rolled in this shooting action. If the element's F reaches 0, the weapon overheats and explodes, destroying the element in the process.

Artificial IntelligenceThe element is entirely controlled by an AI. Because that couldn't possibly go wrong...

X 2 The element has the Gunnery Controller and Supergun upgrades and the element never suffers from overkill. However, if the element ever rolls three 1s on a Shoot action, it suffers a catastrophic error in its synthetic personality. Resolve the Shoot action against the nearest friendly element instead of the original target, then remove the element (its failsafe kicks in, destroying itself).

Bracing MassA good portion of the mech's size is dedicated to vast stabilizing gyroscopes and recoil absorbers.

X 1 The mech may use its full F value for any Move & Shoot action in which it does not move faster than its Cautious rate.

If it does so, it does not benefit from the 360* arc of vision normally gained from a Cautious move.

CrusherIt rolls, it crunches, it slices, it dices!

X 1 When resolving close combat, if the element with a crusher wins the combat, it applies the full value of its winning roll as damage without halving it.

Gunnery ControllerThe superheavy element has a crew member or AI dedicated to each weapon platform, allowing it to split fire from its main weapons attwo or more targets.

X X X 2 In a Shoot or Move & Shoot action, the element may split its F between two targets and roll to hit separately with the allocated dice. This upgrade can be taken more than once. For each time it is taken after the first, the mech can split its firepower dice against another target. So if the upgrade is taken twice, it can split its shooting between three targets. If it is taken three times, it can split its shooting between four targets, etc.

Landing padThe element is so big, it is equipped with its own landing pad.

X X 2 Friendly3 aircraft that can hover may land on the element by moving into contact with it at Attitude 1 and spending one more action to land. Only aircraft with a P equal to orless than the element's P minus 3 may land on it. Only one aircraft can land per landing pad, but an element can have up to one landing pad for each full 4 points of

3 Players are encouraged to think up house rules for landing their own aircraft on enemy superheavies with landing pads.

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©2016 Robey Jenkins & Precinct Omega

Presence. So a P8 element could have two landing pads, whilst a P12 could have three.

Aircraft on a landing pad are not a valid target for shooting. They may take off with one action, at which point the aicraft is placed in contact with the element, hovering, at Altitude 1.

If the element is destroyed, the aircraft is also destroyed.

Launch baysThe mech is equipped with organic air support, allowing it to launch (but not recover) air assets.

X X X 2 The element can begin a battle carrying aircraft with a force presence equal to the mech's P, minus 3. A P8 mech, therefore, could carry a total number of aircraft with fp 5: for example, five P1 aircraft; two P2s and a P1, or a P3 and P2.

Launching is an action: place the aircraft on the table at the same Altitude as the carrier, or Altitude 1 if the carrieris on the ground, and in contact with its carrier, otherwiseit is as if the aircraft entered from reserve.

If the carrier is destroyed then any aircraft not already launched are also destroyed.

Aircraft with the transport upgrade can also carry further elements. So a carrier could, for example, carry a P3 heavy transport that is itself carrying a P3 mech4.

The aircraft are paid for separately.

PanopticonEither because it has main weapons built into turrets, or because it has been upgraded with a superior sensor suite, thesuperheavy element can manage a full 360* targetsweep.

X X X 1 The element is Alert.

Self-repair SystemsSupertanks after the Burning began to integrate self-healing technologies from mechs, giving them longer operational survival times.

X 2 The supertank is not Vanguard and so may make recover actions.

4 Yes, this means you could have a super-heavy aircraft, carrying a smaller super-heavy aircraft that is, itself carrying yet more aircraft.

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©2016 Robey Jenkins & Precinct Omega

SupergunThe element is equipped with a temperamental supergun that delivers a colossal output, but which is tremendously hard to stabilize or aim.

X X X 1 When the element performs a Shoot action, it may double its F value up to a maximum of 10. However, if two or more 1s are rolled, resolve the action as normal, then destroy the element.

This upgrade may be combined with the Apocalypse Weapon upgrade for a maximum F of 15. Good luck with that!

Transport baysThe element has capacityto carry smaller elementsinto battle.

X X 1 This upgrade may be taken more than once. The super-heavy element may begin the battle with other elements from the BG on board up to a total P equal to the number of times this upgrade is taken. On-board elements count as being in reserve except that they may not use the deepdeployment or indirect fire rules. When they deploy, instead of putting them on the home board edge, place them in base contact with the super-heavy element.

Kaiju!The element is no machine, but a monstrous, living terror!

X X * *You'll need the Horizon Wars: BioWar supplement to make your superheavy elements into kaiju. Using the rules in that supplement, you can also make superheavy gun-beasts that meld machine and monster.

MetaformerThe element can shift between different forms, each with its own strengths and weaknesses.

X X * *You'll need the Horizon War: Metaformers supplement to make your superheavy elements into metaformers.

RobotThe element must follow fixed programming that optimizes it for its battlefield role.

X X * *You'll need the Horizon War: DataWar supplement to make your superheavy elements into robots. With the same supplement, you can also add any of the upgrades for mechs or heavy cavalry to superheavy mechs and tanks, too.

LIVING WITH THE MONSTER

Running superheavies in your games of Horizon Wars should not be done lightly. If traditional mechs are the gods of the battlefield, then these are megagods. As a result, they represent a significant investment of tactical resources on the part of their commander. They are a scarce commodity, and are going to be put into the field only where their presence is likely to both win the battle at hand and cause a major shift in theoverall strategic environment.

As a result, superheavy elements in your army change not only the tactical picture, but the narrative one, too. A superheavy element is a major objective in its own right. To destroy or, better still, to capture an enemy superheavy is an opportunity so significant that it might outweigh the immediate tactical objectives entirely. Similarly, to suffer the loss or even damage of a superheavy element can blunt or even eradicate the advantage gained from an otherwise successful mission.

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©2016 Robey Jenkins & Precinct Omega

To reflect the strategic gravity of a superheavy, therefore, the following rules apply:

1. This changes everything! The presence of a superheavy in the opposing force means a change in your orders. Whilst you must still attempt to achieve your objective, you must also dedicate resources to destroying the superheavy. In a set-piece battle assume that an achieved objective is worth 1 point for the purposes of working out who has won at the end of the battle. Destroying an enemy superheavy becomes a new objective. So if an opponent takes more than one superheavy, each one destroyed is worth another 1 point towards your victory. In an adventure, losing a friendly superheavy confers an additional -2 momentum penalty, on top of the reduction in momentum that losing a high-P element is going to confer.

2. Fearful presenceSuperheavy elements are naturally intimidating. An element within a range up to the P of a superheavy element that performs a Shoot or Move & Shoot action must target the superheavy element. The range is counted from the point at which the element resolves its shooting, so an element may use a Move & Shoot to move out of this range.

3. “I'll take the big one!”If a Battle Group has a CHQ element then, at the start of the first turn, the CHQ special rules Guide Fire and Chain of Command transfer to a friendly superheavy element of the commander's choice. This has no effecton the mustering process or the allocation of Command Resources. Under no circumstances can a super-heavy tank be chosen as the CHQ to benefit from the free conventional element.

ConclusionsI'm not going to go so far as to say "get your opponent's permission before including superheavy elements".It's not like that. Superheavy elements are balanced, fun options that shouldn't substantially swing the odds one way or the other. However, using a superheavy element - especially one with a Presence of 6+ - is going to have a significant impact on the feel and narrative of the game.

So if you're going to take one, make sure it's compliant with your opponent's expectations. If you've alreadyagreed that you'll both be taking battle titans, a few other superheavies aren't going to be out of step with the flavour of the battle. If, however, you're not using mechs because your intention is to play out a near-future conflict in the Middle East, then turning up with a P7 megatank probably isn't contributing constructively towards that vision.

Similarly, if you're organizing an event or tournament, you may want to take a position on superheavies. You might want to bar them entirely, or allow them only up to a certain maximum Presence, or let your participants go nuts and have a true clash of the wargods.

A Historical Note on Super-heavy Vehicles and other InsanityThe technological advances of the Second World War almost brought a range of real-life supertanks to themid-20th Century. The only one to ever really hit the battlefield was the King Tiger at a comparatively modest 70 tonnes (roughly). By comparison, Germany's Landkreuzer, the L1000 “Ratte” – essentially the turret from a naval destroyer mounted on a tracked unit – weighed in at over 1000 tonnes; or it would have done, had the plans for it ever turned into a real tank. Remarkably, estimates suggest that it might have managed a top speed of up to 40kph and a range of 200km. This stands in stark contrast to the US's abortive T-28 which, at a shade under 100 tonnes, could manage only 8mph and a range of no more than 20 miles. However, it has the one merit that the Ratte lacked: it did actually exist. However, due partly to the invention of the atom bomb and partly to its sheer lumbering weight, the T-28 was incomplete at the

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war's end and never saw service.

The fact that Albert Speer, the Nazi's armaments minister, considered the plans for the Ratte and its even-larger brother, the L1500, to be ludicrously impractical is a lesson for us today: the Nazis thought supertanks were a bit much.

But it's worth wondering why they were so impractical. Partly it was their sheer weight: they destroyed bridges and roads as they travelled, and became easily bogged down in soft ground. A trawl through the annals of supertanks shows how few were ever made, despite every side thinking they were a good idea. One reason for that was that they took an incredible and utterly disproportionate amount of time, materials and energy to build. Two or three smaller tanks were more manoeuvrable, more flexible and more tactically useful than a single tank four times their size and cost a fraction of the time and energy to assemble and deploy.

Finally, the fact that they were so resource intensive made supertanks into strategic liabilities rather than tactical assets: the enemy could spot a crucial mission point by the commitment of the limited resource ofsupertanks to that point. And if a supertank was destroyed, it had a massive morale impact: negatively onits own side and positively on the opposing side.

But that doesn't put supertanks – or super-mechs, for that matter - eternally out to grass. For human enemies on Earth, they remain a largely pointless investment of effort. But against an enemy with different priorities, or on a world of exceptional hostility and a less-onerous gravity perhaps they may yet find a place in our armouries. And, of course, there are always deluded dictators, god-kings and mad scientists who can be relied upon for really spectacularly stupid ideas.

By contrast, really big aircraft have a more respectable pedigree. The majority, of course, have been transport vehicles, such as the amazing Spruce Goose and the modern An-225 Mriya. But strategic bombers – from the Boeing Superfortress to the Tupolev Tu-160 consistently played a part in modern warfare until the end of the Cold War. However, it's worth remembering that Horizon Wars is, in essence, a tactical battle game. Strategic aircraft are designed for flattening cities.

Nevertheless, there is a lengthy catalogue of experimental superheavy combat aircraft that never left the ground or which only ever made it into prototype stages. But a future that includes wars over whole planets and assets maintained in orbit may mean that the use of transatmospheric transport vessels capable or delivering an entire company or more to the frontline in one go cannot be ruled out.

Of course, mechs are yet to grace our battlefields and most likely never will. But fiction is awash with examples of towering colossi, from Talos of Greek myth to the Gundam suits of manga comics. If we assume that bipedal walking tanks are practical at all, then to some extent their largest manifestations make more sense that those of cavalry. Walking causes them to impact less dramatically on their terain, so other elements can continue to follow. They also become less likely to become bogged down in soft ground. Crossing water is also much easier. However, they are also much easier targets. The laws of momentum alone would make them far less agile than smaller equivalents. And the increasing power demands would be geometric.

But in a future where scarce resources and practicality cease to be an issue, a titanic weapons platform, created as as mobile art installation, makes as much sense as anything else...

A Note on Superheavy Miniatures

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©2016 Robey Jenkins & Precinct Omega

The miniatures in this supplement are all presented as if they were 6mm scale models. In fact, some of them – such as the mechs from Paulson Games and the superheavy tank from Spartan Games – were designed for scales larger or smaller than 6mm. Superheavy elements are an opportunity to introduce miniatures from all sorts of scales that nevertheless pass muster alongside your scale of choice and to blend your collection into a cohesive whole.

Horizon Wars: Superheavy is a supplement to the Horizon Wars miniatures wargame by Robey Jenkins and published by Osprey Games. If you'd like to know more about Horizon Wars, you can visit any of these sites:

The Horizon Wars Facebook Community: https://www.facebook.com/groups/1087742501257769/Precinct Omega: http://www.precinctomega.co.uk/Osprey Games: https://ospreypublishing.com/horizon-wars

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