BattleTech construction! A companion volume to Total Warfare™, the. Classic BattleTech TechManual™ combines all the construction rules for the various units. The Gearhead's Handbook How does a MechWarrior interface with a BattleMech ? How does a ProtoMech really work? When was the Gauss rifle or the Particle. TechManual is the second core book in the rebranded Classic BattleTech line. This particular book provides all of the construction rules for tournament-legal.
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, BattleTech Manual: The Rules of Warfare, , Out of Print . , BattleTech Technical Readout: (Revised), , In Print. , The Spider and. Classic BattleTech Total Warfare, Classic BattleTech, BattleTech, BattleMech, ' Mech, and WK. Games are can be found in Classic BattleTech TechManual™. BattleTech: TechManual - The Ultimate Grease-Monkey Resource! How does Search. BattleTech: TechManual Watermarked PDF. $
I can easily see myself having to flip between the equipment sections of both this and Total Warfare to build a unit properly.
That seems a bit silly. Regardless of it's possible redundancy.
All in all I think this is another incredible product from the Catalyst team. If you enjoyed FASA produced Battletech supplements, and haven't checked out the the Catalyst product line yet, you are simply missing out. Reviewed by my son, This is absolutely the best. Extremely informative, we use it every day in every battle game situation.
It has become our tech standard for designing and creating our units using 3D printers, based on all the rules of this tech manual. The book itself is a handsome hardcover, high-quality volume with thick pages, color pages and easy to read text. Great looking book, I have yet to use it however.
When I do I'll write more. It is the ultimate new edition of the BattleTech Compendium! The stuff is so bountiful, they they had to split it into two books!
There are so many options its so cool. And it isn't all that convoluted. All the legacy rule-concepts are left intact, but newer areas such as support vehicles and protomechs follow more realistic rules. Another great rule book for the Battletech addicted. Excellent layout and indexing, in fact it's got the best indexing of any gaming rule book I've ever seen.
This book is not suited for beginners, but well worth it once you get into the game and want to know how to build your one Mech's. See all 14 reviews.
What other items do customers download after viewing this item? BattleTech battlemech Manual Paperback. BattleTech Campaign Operations Hardcover.
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site Music Stream millions of songs. site Advertising Find, attract, and engage customers. site Drive Cloud storage from site. Alexa Actionable Analytics for the Web. Take your warfare to a whole new level of excitement! Deploy under cover of exotic weather and severe planetary conditions. Surprise your enemy with your mastery of new battlefield tactics—from artillery to command-level comms to minefields—as well as cutting-edge, prototype technologies!
A daring commander can take advantage of any or all of these…if they're brave enough to seize the moment! Tactical Operations is the one-source reference for advanced rules that apply to on-world operations.
It includes new movement and combat options, an extensive Advanced Weapons and Equipment section, and the rules for playing and constructing advanced Support Vehicles and Mobile Structures. Second Printing This is an errata-corrected second printing with additional errata added for a third PDF release , now with a vintage cover celebrating 35 years of Heavy Metal Mayhem.
How does a ProtoMech really work? When was the Gauss rifle or the Particle Projector Cannon developed? Or how can I just make my own, cool and unique BattleMech design? A companion volume to Total Warfare , the TechManual combines all the construction rules for the various units presented in that core rules set.
Streamlined and updated, it contains all the core weaponry and equipment from previous rules set, as well as some of the newest, bleeding edge technologies. More than just a rulebook, however, the TechManual presents numerous sourcebook-style treatises, providing the in-universe context for these units and the technologies of their development.
A must have resource for any BattleTech afficionado! Third Printing This is an errata-corrected third printing, now with a vintage cover celebrating 35 years of Heavy Metal Mayhem.
Marshal your forces and prepare to conquer the Inner Sphere! Interstellar Operations is the next long-awaited rules installment to the series begun with Total Warfare and carried through the award-winning Tactical Operations and Strategic Operations. The former focuses on a whole new level of excitement directly on your gaming table while the later focuses on moving from a single scenario to a multi-part campaigns and how to take an entire solar system.
Interstellar Operations zooms up to the final level, allowing players to assume the roles of House Lords and dominate the galaxy. Finally, perhaps one of the most anticipated portions of the book, the Alternate Eras section introduces a huge swath of rules for playing across the thousand years of BattleTech history, including weapons and equipment mostly unique to a given era, such as complete rules for building and playing with LAMs.
Forge your forces and prepare to fight any battle across the Inner Sphere!
Campaign Operations completes the core rulebook series begun in Total Warfare. While previous rulebooks detailed game play at various levels—from a single MechWarrior, to a BattleMech company, to entire armies—this final core volume focuses on the forces a player will build and run through any level of play. Campaign Operations contains rules for creating and running forces, whether a down-on-their-luck mercenary battalion or a fully-supplied House regiment.
The volume also contains complete rules for devising solar systems, allowing players to recreate existing star systems or craft all-new worlds to challenge each other. The final sections of the book bring several options to the table for campaign play.
Building off of previous sections in Total Warfare and Strategic Operations, the Narrative Campaign, Map-Based Campaign and Chaos Campaign rules allow players to build exciting, fun campaigns of almost any stripe for their newly-minted forces! Hover: Hover Support Vehicles weighanywhere from 0. Supportedby a cushion of air, these vehicles can crossland and water with equal ease, and arefavored for commercial and recreationalhigh-speed transports.
Rotarywings or vectored thrust vehicles canachieve Vertical Takeoff and Landing VTOL capabilities, and these craft are often favoredfor local civil duties ranging from emergencymedical airlifts to police surveillance, toaerial transportation in highly built-up areaslike major cities.
Essentially a cross between a hovercraftand an aircraft, these vehicles are uncommon,and are typically used as bulk transports overlong distances. Airship: Airship Support Vehicles weighanywhere from 0.
Larger sizes are possible, but not ascommon and will be covered in depthin Tactical Operations. An attractive form of low-techbulk cargo transport for various locations,commercial advertising or even passengercruising in situations where speed is asecondary concern, Airships have more incommon with aerospace units than mostother Support Vehicles.
Thoughlacking the flexibility of VTOLs because of theirneed for prepared runways, these vehiclescan operate at higher altitudes, boast greaterspeeds and are more rugged, earning them afavored place as a bulk transport on worlds withdifficult terrain. As with Airship Support Vehicles, larger sizesare possible but less common, and so will behandled in the upcoming Tactical Operationsbook.
Often eclipsed by DropShips, and rarelyseen on worlds where water is sparse, navalvessels are nonetheless a cost-effective meansof transporting bulk cargo. Even in the thirtyfirstcentury, these vessels range in types andsizes, with primitive paddle steamers in therivers and streams of less developed worlds ormore advanced fusion-driven submarines andhydrofoils on more sophisticated planets. Conventional InfantryBoth the Inner Sphere and the Clans maintainarmies of conventional infantry often referredto as unarmored infantry organized into toman platoons, equipped with a variety ofsmall arms.
The cheapest of all battlefield unittypes, and easiest for most worlds to raise onshort notice, infantry varies in mobility andfirepower and are ideally suited to capturingand holding terrain in built-up areas such ascities and forests.
They are also easy prey forheavier Combat Vehicles and war machines,particularly BattleMechs. Conventional Infantry are commonlydeployed as foot, motorized and jump platoons,but mechanized platoons—which use largerand more mobile transports—are also seen onbattlefields far and wide.
Foot Infantry: Foot infantry have no organictransportation, carry light arms and cannot hopeto successfully assault or defend against even thelightest BattleMech.
These conventional infantrygenerally provide excellent population control,man city garrisons and mount counterinsurgencyoperations.
Though the start-up cost for suchunits seems relatively high, they cost very littleto maintain. In an additional advantage, mostplanets can call up and arm thousands of footinfantry on short notice.
Motorized Infantry: Equipped with a varietyof light unarmored vehicles and often armedon par with foot infantry, motorized infantryare faster, but are still no match for BattleMechs.
Motorized infantry units serve the same dutiesas foot infantry and also make for good forwardobservers or reconnaissance personnel. Their jump capabilities allow thesetroops to close quickly with enemy units, buta close assault of this type can devastateboth the defender and the attacker.
Mechanized Infantry: These troops workin close conjunction with open-toppedvehicles and rely on them to move aroundthe battlefield.
BattleTech 35103 - Tech Manual.pdf - Lski.org
A wide variety of mechanizedforces see battlefield service, with the mostcommon involving tracked mini-jeeps,armored wheeled rovers and hover-sleds. These troops are generally heavier andless numerous than other infantry types,but usually make up for this fact with theirenhanced mobility. Battle ArmorBattle armored infantrymen are a classunto themselves.
Wearing powered suitsof armor, these troopers can carry heavyweapons into the field and deploy themwith more efficiency than any conventionalinfantry, while boasting greater mobilityand survivability.
Pioneered by the Clans,but produced now by Inner Sphere armiesas well, squads of these troops are rare andextremely expensive, but strong enoughto endanger even BattleMechs in a wayconventional infantry simply cannot. Aerospace FightersThe airborne analogue to the BattleMech,aerospace fighters are far more resilientthan their conventional counterparts,and can operate in vacuum.
This enablesthem to function at higher altitudes thanconventional fighters, and even in deepspace. This versatility has made aerospacefighters the unit of choice for commandersengaged in interplanetary campaigns, andan ideal airborne companion for BattleMechunits.
Aerospace fighters can mass anywherefrom 10 to tons, and may be constructedas standard aerospace fighters or as modularOmniFighters. Conventional FightersConventional fighters, the cheapest form ofmilitary aerospace force, weigh from 10 to 50tons.
Though limited to atmospheric use anddecidedly weaker than aerospace fighters,they offer many worlds an inexpensive andless sophisticated answer to air security,ensuring that they are a common sight inmost planetary garrisons. Small CraftDubbed so because they are lighter thanDropShips, Small Craft are aerospace craftthat range from to tons.
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Used lessfor combat and more for shuttling suppliesand passengers from near orbit to distantJumpShips, or even between planets andmoons within a system, this categoryrepresents a wide range of vessels of everytype and size not covered by aerospacefighters or DropShips, and is divided intotwo main sub-categories based on physicalshape: aerodyne aerodynamic craft,which use wings and lifting surfaces forbetter atmospheric maneuverability, andspheroid spherical craft that can land andtake off vertically.
DropShipsMassing anywhere from to ,tons, DropShips are one of the largestspacecraft types commonly employed bythe militaries, civil agencies and corporationsof the thirty-first century. Large enough totransport anything from bulk goods andpassengers to BattleMechs and aerospacefighters, DropShips fill a broad range ofmission roles.
Military DropShips typicallyserve as specialized troop transports, usedto ferry military forces and supplies betweenmassive and largely immobile interstellarJumpShips and any planet in a target solarsystem. Other military DropShips act asescorts and attack ships, used to engageother DropShips. Commercial DropShips arealmost always transports, shipping goodsand passengers from jump points to planetsand back.
Empowered by the technologies of fusion engines,their spacecraft carried them light-years from home, to alienworlds teeming with resources and easily bent to their will beneaththe treads of mighty machinery and human ingenuity. From thesehumble beginnings grew the six vast star empires that made up theInner Sphere—empires that would unite under the Star League, tobring even the far-flung worlds of the Periphery into their fold.
But even as humankind expanded into the depths of space, colonizingand settling hundreds of planets, political divisions and pettyjealousies led to wars that raged across the stars. To wage these titanic struggles, humanity once more turned to technology,and employed an arsenal of weapons ranging from small arms andtanks to aerospace fighters and spacecraft. Then, at the peak of the twenty-fifthcentury, the most fearsome weapon of all emerged: BattleMechs.
Gigantic, often-humanoid war machines, these walking tanks could flattencities with an arsenal of heavy weapons and could overcome almostany terrain imaginable. Ever since their debut, BattleMechs have ruledthe battlefields, changing the face of armored combat forever.
Soon afterward began the Succession Wars: three hundred years ofrelentless fighting waged at first with terrible weapons of mass destructionand devastating WarShip fleets. These wars ravaged hundreds ofworlds, cost billions of lives and destroyed the industries and infrastructurethat had once supported all of humankind.
Precious, irreplaceabletechnologies were lost, until the House Lords found their ability to wagewar endangered, their mighty WarShips gone, their dwindling armiesmaintained by scavenged parts. By the thirty-first century, the desperateSuccessor States had fallen into a pattern of endless raids and counterraids,forming alliances, jockeying for power and the resources to keeptheir remaining weapons of war functional and deadly.
Determined asever to rule a reborn Star League in their own names, the House Lordsassumed the greatest enemy they would ever face was each other. They were wrong. They developeda rigid caste system, designed to produce the ultimate warriors, hone thegreatest scientific minds, focus the skills of technicians and laborers. Anti-spinwardCorewardRimwardSpinwardunified by one burning ideal: that when the time was right, they would returnhome and reclaim the Inner Sphere.
In , the warlords of the Clans decided the time had come tolaunch their invasion. With the return of the Clans, an arms race ensued, the renewedthreat of total war sparking an explosion of new technologies and therecovery of lost techniques. The struggle to reach parity with the Clanjuggernaut stumbled only where politics and internal rivalries keptthe Great Houses apart—rivalries to which even the once-neutralComStar fell victim. Meanwhile, in the Clan homeworlds,the descendants of the original SLDF rushed to maintain theirown lead, determined to win the next Great War with the corruptedSpheroids, even as minor wars and battles raged across the stars.
Their resources overtaxed and their armies weakenedby surges of fighting, they declared themselves unable to supportthe loose alliance. They disbanded the Second Star League—andunwittingly unleashed a maelstrom. The pseudo-religious Word of Blake—splinter group of ComStar,the self-appointed protectors and controllers of interstellar communicationand advanced technologies—saw their imminent ascension into thenew Star League as the glorious first step toward a new Golden Age for allhumankind.
Having prepared for this moment in secret for fifteen yearswith terrible new weapons and incredible new technologies, they reactedto the disbandment of the League with swift and vengeful anger.
So began the Jihad: a Sphere-wide war that has pitted every factionagainst one another and even against themselves, a new age ofunrelenting warfare where victory goes to whoever has the biggestand best weaponry. Now, as the Great Houses and Clans battle one another,war is everywhere.
Armies of tanks and men clash beneath skiesclouded by scores of aerospace fighters and descending DropShips.Fixed-Wing Support Vehi Page 16 and BattleTech battlemech Manual Paperback.
Original electronic Scanned image These products were created by scanning an original printed edition. See and discover other items: Thanks, to you guys! The Manual collects all those quirks, applies all errata to them, expands them for further play, and adds several all-new quirks.
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