Hussar2 Master Sergeant Posts: The tank is 7. The variants paragraph from the TRO page 18 describes the changes from the baseline variant and not the entire loadout. For example the BAP variant does not mention the laser: "Another variant, used by many Explorer Corps units, carries four tons of armor, a Beagle active probe and a Sperry-Browning machine gun with half a ton of ammunition" But the ER laser is still in the record sheet.
That's an older and known problem but thanks for reporting it again. The laser is definitely supposed to be there.
Daoshen Liao: Wrong! What is best in life? Xavier McCarron: To crush your enemies, see them driven before you, and to hear the lamentation of their women. PDF, downloaded from BattleCorps on February I believe this to be the latest because it includes many fixes listed in this thread and no update has been issued since download All ProtoMechs, pages to Every single ProtoMech has the internal structure bubbles for a 9 ton model, as per the table on TechManual page This means that every ProtoMech but the Minotaur has an incorrect number of internal structure bubbles.
Cache Captain Posts: And they want to save you too. Now someone has been on the inside of the Brotherhood. The objectives and purpose of the Brotherhood have been exposed. Some of the questions are answered. But the truth is even more chilling…. Build from a thousand kilometers of flesh and steel. It writhes in the passions of those who live in it. Everyone and everything is connected here; there are no accidents.
Talk a walk down any street and read the writing on the wall: Sprawl Sites is a sourcebook for Shadowrun, First Edition, and includes hundreds of encounters of every type, from blood-crazed gangs and mystic magicians to mild-mannered Orks and back-stabbing Corporate Cops.
Your Shadowrun campaign will never be the same. Magic has returned to the world, and with it has come all manner of beasts. Genetic material, long dormant with the absence of magic, has been reactivated, transforming mundane animals into creatures once believed supernatural, even mythical.
Juggernauts rome the plains, Firedrakes infest the woods, Leviathans swim in the oceans, and Devil Rats now hunt Man in the shattered Sprawls that he has created. Included with each entry are illustrations, physical descriptions, feeding habits, magical abilities, range, and safety tips for runners. Shadowrunners like us need to keep up with the latest developments. Who are the Clans? Where do they come from? What do they really want? The Wolf Clan Sourcebook reveals the history, culture, and military capabilities of the Wolves, one of the premier Clans.
A must for any BattleTech fan. Davion planned to lure a couple Kurita regiments onto Galtor with rumors of a newly discovered Star League storehouse and then ambush the Kurita forces with his own secret reinforcements. Everything went according to plan until five rgiments landed and Davion engineers discovered a real Star League installation. Soon Davion units were fighting for their very existence. This BattleForce scenario set includes a detailed history of the three-month campaign, orders of battle for the units involved and eight scenarios that recreate the pivotal battles.
The Clans From beyond known space come the Clans…hightech barbarians bring war and destruction to the Inner Sphere. The Jade Falcons were one of the fiercest and most brutal of these Clans. Preying on the Federated Commonwealth, they mercilessly slaughtered its defending forces. The most successful of the Jade Falcons forces were the Falcon Guards. Led by Star Colonel Adler Malthus, the guards amassed an incredible string of victories.
Their fate was to end up buried under tons of rock, entombed forever by Leftenant Kai Allard, giving the Federated Commonwealth its first victory over the Clans. This scenario pack recreats the battles for Twycross, with 15 BattleTech scenarios and 1 BattleForce scenario, following the Falcon Guaards from their greatest success to their final stand. The Future of Warfare! The year is and war has ravaged the thousands of worlds of the Inner Sphere for centuries.
Successor Lords send clashing armies to conquer their neighbors and re-establish the long-lost Star League. Though the BattleMech is the king of the battlefield, it is supported by a much vaster array of conventional vehicles that fight every where from premier border worlds to the back waters of beyond.
When in the hands of an experienced field commander, even a BattleMech must be leery when facing a company of tanks. This revised edition of the original Technical Readout: features the most common military vehicles of the Succession Wars.
Additionally, this volume contains nineteen vehicles, aerospace fighters, DropShips and JumpShips mentioned in the fictional context of the BattleTech universe but never before presented in a technical readout. In this ongoing conflict, the mercenary soldier has ample opportunity to seek his fortune under the banner of one of the Great Houses—a career fraught with danger but rich in potential rewards.
Commentary and views on the Succession Wars mercenary provide a solid background for gamers who need to learn the basics of the business of war, while game rules translate these ideas into simple systems for creating a merc outfit, finding and signing with employers, and resolving ane entire military campaign. Pirate or Merc? Kell Hounds. Northwind Highlanders. Blue Star Irregulars. Literally a thousand and one mercenary units populate the Inner Sphere, yet these are the house hold names that capitivate the common man.
But for every top, there is a bottom. Kraken Unleashed. Life hard exists at all! Additional rules for mercenary creation include non-BattleMech Unit Tech Levels, special renegade and freelancer mercenary paths, as well as rules for playing mercenaries in different BattleTech eras, from the Star League, to the Succession Wars, to the present.
Shift Into High Gear! Rediscovered Star League technology gives the Inner Sphere a new edge on the battlefield! Maximum Tech brings BattleTech players into this brave new world of warfare, where thinking on your feet can win the day. Maximum Tech is packed with dozens of Level Three optional rules, including new weapons and equipment for Inner Sphere anc Clan forces; expanded rules for vehicles and infantry; double-bline rules; revised and expanded artillery rules; and much more!
This revised edition of Maximum Tech has been updated for use with the BattleTech Master Rules as well as incorporating the units presented in the Technical Readout: and Record Sheets: into the Battle Value units table.
For a year, the winds of chaos have scoured the Inner Sphere, as terrorism and weapons of mass destruction are used on a scale not seen since the A Foul Wind Blows! First Succession War. Confusion reigns, and each faction finds itself isolated amid its own turmoil. All seems lost. Yet as a new decade dawns, glimpses of the greater whole begin to appear through the dark clouds. The true battle has only just begun….
Jihad Hot Spots: continues the stunning events revealed in Dawn of the Jihad, using the same rolling format and immersing readers directly in the action as never before. Truth—or Smoke and Mirrors? Order of Cincinnatus. Irian Corporate Cabal. Behind the House thrones and Clan Halls, a hundred or more such secret organizations wield immense power. Insinuating their influence into every level of society and government, from the Magistracy of Canopus to the Clan homeworlds, these hidden power brokers can make life difficult for the average Joe, or shake the very foundations of the Inner Sphere.
Interstellar Players describes the most powerful and influential people, organizations and entities behind the scenes of the Classic BattleTech universe. Gamemasters and players can decide which of these power brokers are real and which are paranoid fantasies.
Let your imaginations run wild! Wings of the Eagle! Now, led by the strongest Captain-General in half a millennium, House Marik has stretched its wings, pushing the shadows of its influence across the Inner Sphere.
While the full rules are contained in Strategic Operations , these quick-start rules contain everything needed to play a BattleForce game, including maps and counters. Intended to provide some depth, while keeping logistics tracking to a minimum, the Chaos Campaign system is used in many recent books. If you enjoy these rules, an expanded version appeared in Campaign Operations. Players may find these black or pre-filled record sheets useful when starting out. Beyond these free record sheets, players will find the full line of print record sheets that include a selection of units from a given Technical Readout, as well as PDF-only Unabridged record sheets with all the various units and variants.
This is a booklet of blank record sheets, perfect for filling out with copies of classic BattleMechs or your own creations. These are the same record sheets found in the A Game of Armored Combat , provided for ease of printing-out and using; also includes a sheet of BattleMech counters players can print out and use. These are the same record sheets for the BattleMechs found in the Wave Two ForcePacks, provided in a single collected download for ease of printing-out and using. The existing record sheets for the Long Tom Mobile Artillery unit are invalid under the current ruleset.
As such, we are making corrected record sheets available for download so that players can use the Long Tom in official play. As some fans may not have the rules for the Battle of Tukayyid maps, CGL is making them available here on the website so everyone with the maps can enjoy them. If you enjoy playing the BattleForce game included in the Strategic Operations book, you may find these counters useful in your games. A full line of faction-specific BattleForce counters is available.
Full BattleForce counters for a variety of rules, including buildings, fire and smoke, minefields and more. HexPacks are a flexible map system aid for the BattleTech game system. Solaris VII.
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