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GETTING STARTED: AS A ROLEPLAYING GAME…

If you’re new to the BattleTech universe as a roleplaying setting, feel free to dive into the free A Time of War Quick-Start Rules and Universe Guide PDFs on the New To BattleTech? page to get a quick taste of the universe and rules. Whether a player chooses to dive into the free PDFs, or not, A Time of War: The BattleTech RPG is the starting point for all the adventures to come. This book contains everything needed to thrust players into the epic univese of the 31st century.

After A Time of War: The BattleTech RPG, what a player chooses to purchase depends upon the Era he wants and the additional details he wishes to bring to his RPG table.

  • Wish to expand the BattleMech vs. BattleMech combat of your gaming session into miniatures play? Grab the Introductory Box Set.
  • Looking for a quick set of ready-made movers-and-shakers from around the Inner Sphere during the Jihad? Check out Masters & Minions: The StarCorps Dossiers.
  • Want further details of culture and day-to-day life in a given faction? See the Handbooks series on the Setting Sourcebooks page.
  • Looking for quick details on potential objective raids, or quick, ready-made BattleTech campaigns you can run as part of your RPG campaign? Then check out the Objectives and Turning Points PDF-only series, respectively.
  • And of course if you’re looking for further details on the stars of the show, the BattleMech, check out any Technical Readout.

The Books section of the website contains dozens and dozens of choices, but don’t let that intimidate you. Just ask yourself questions like those above about what you want to bring to your gaming table beyond A Time of War: The BattleTech RPG, and then use the product categories to zero in on where you’d like to start!


Record Sheets: Succession Wars

On February 5, 2439, the Mackie obliterated all opposition during its first combat trial, ushering in a new era of warfare. The BattleMech—King of the Battlefield—was born. BattleMechs reached their pinnacle during the golden age of the Star League. The fall of the Star League and the Succession Wars that raged for centuries afterward took their toll and by the Fourth Succession War, the technology employed on the battlefields was a mere shadow of what it once was. However, the discovery of the Helm Memory Core unlocked the technological potential to develop new BattleMechs and experimental technologies for the first time in centuries.

BattleTech Record Sheets: Succession Wars offers players the record sheets for all the 'Mechs detailed in BattleTech Technical Readout: Succession Wars, 290 in total.

Note: This is a compilation volume. The entries in this PDF are reprinted--albeit with the current BattleTech logo--from Record Sheets: 3039 UnabridgedRecord Sheets: 3050 Upgrade Unabridged-Clan & Star LeagueRecord Sheets: 3058 Unabridged, and Record Sheets: 3075 Unabridged. Players who own those Record Sheets will find the same units presented in Record Sheets: Succession Wars.

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Map Pack: Grasslands

Expanding directly on the all-new maps found in the BattleTech: Beginner Box and BattleTech: A Game of Armored Combat box set, Map Pack: Grasslands will include six double-sided maps: providing twelve brand-new battlefields for players old and new! Created using new art in the brilliant aesthetics of the new box sets, these maps include a variety of terrain elements that deliver interesting battlefields for players of every skill level. Among the twelve map designs will be recreations of the two most popular maps.

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BattleMech Manual

Your Avatar Awaits!

  • Standing from seven to sixteen meters tall, and weighing from twenty to one hundred tons
  • Powered by an armored and shielded fusion reactor
  • Skeleton of honeycombed, foamed aluminum core wrapped with stressed silicon carbide monofilament and sheathed by a rigid, titanium-steel shell
  • Locomotion generated via bundles of polyacetylene-fiber myomer muscles
  • Protected by aligned-crystal steel over a layer of boron nitride impregnated with diamond monofilaments Mounting a swath of powerful weapons from charged particle beams to lasers, missiles to rapid-fire autocannons
  • All at the command of the noble elite, the MechWarriors

The modern BattleMech is the end result of more than three thousand years of battlefield technology development. Combining awesome destructive power and unparalleled maneuverability, the BattleMech is perhaps the most complex machine ever produced. The undisputed master of thirty-first century warfare, the BattleMech seems destined to reign supreme for centuries to come.

—Excerpts from a promotional pamphlet originally distributed by Defiance Industries of Hesperus, Lyran Commonwealth, 3007

Using the most up-to-date rules text, the BattleMech Manual has been designed from the ground up to cater to the BattleTech player wanting to engage in an all-’Mech battle. Includes a variety of optional rules, terrain and more. Welcome to the most table-usage-friendly BattleTech rulebook ever published!

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Total Warfare

It is the 31st century, a time of endless wars that rage across human-occupied space. As star empires clash, these epic wars are won and lost by BattleMechs, 30-foot-tall humanoid metal titans bristling with lasers, autocannons and dozens of other lethal weapons; enough firepower to level entire city blocks. Your elite force of MechWarriors drives these juggernauts into battle, proudly holding your faction’s flag high, intent on expanding the power and glory of your realm. At their beck and call are the support units of armored vehicles, power armored infantry, aerospace fighters and more, wielded by a MechWarrior's skillful command to aid him in ultimate victory. Will they become legends, or forgotten casualties? Only your skill and luck will determine their fate!

The product of more than twenty years of gaming experience, Total Warfare presents the rules of the BattleTech game system as never before. For the first time, all the rules for various units that have a direct impact on the deadly battlefields of the thirty-first century appear in a unified rules set: from BattleMechs to ProtoMechs, Combat Vehicles to Support Vehicles, infantry to aerospace fighters and DropShips. Interwoven and meticulously updated, Total Warfare provides the most detailed and comprehensive rules set published to date for BattleTech—the perfect companion for standard tournament play.

Total Warfare is the single-source rulebook for people who play BattleTech. It is not intended to teach new players the game, but rather to serve as a reference work for people who know the game, while introducing more technologies and expansive rules than appear in the basic box set. The introductory game in the BattleTech line is the BattleTech Introductory Box Set. New players should pick up that product before diving into this one. Construction rules for the various units presented in Total Warfare can be found in TechManual.

Sixth Printing
This is an errata-corrected sixth printing, now with a vintage cover celebrating 35 years of Heavy Metal Mayhem.

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A Time of War GM Screen

For the first time ever, the role-playing game for the BattleTech universe has its own gamemaster screen!

Brilliantly illustrated and constructed of heavy-duty cardboard stock, this four-panel portrait GM screen brings the most important reference tables to easy fingertip reference during game play. Leave thumbing through your rulebook for a reference for between games, with a GM screen that keeps the focus on the action and fun!

For use with A Time Of War: The BattleTech RPG.

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A Time of War: The BattleTech RPG

It is the 31st century. Mankind has spread to the stars and spawned titanic stellar empires, each controlling hundreds of worlds across a thousand light years and beyond. Yet the sins of man have followed him from the cradle of humanity.

Political machinations of feudal lords plunge whole sectors into war; unscrupulous merchant starship captains smuggle weapons to their own faction’s enemies; greedy military commanders demand tribute from worlds they’re protecting; animalistic pirate kings harvest high technologies and human slaves in lightning raids; betrayals from oath-bound allies leave honorable soldiers growing cold on forgotten worlds; death at the tip of knife from a concubine turned assassin to avenge a world and love lost: it is a time of war.

What empire will you swear allegiance to: a warrior merchant of House Steiner; the honorbound samurai of House Kurita; the vat-bred warriors of the Clans; a mercenary that fights only for the highest bidder?

Choose your life in the universe: a MechWarrior piloting the thirty-foot-tall BattleMechs that turn the tide of any battle; a spy deep behind enemy lines discovering critical secrets; a merchant carrying critical supplies; a scientist unleashing the latest cutting edge technologies?

How will YOU become a legend?

Second Printing
This is an errata-corrected second printing.

Quick-Start Rules
The Quick-Start Rules for A Time of War is available here, and includes rules, recordsheets and a brief adventure to get you familiar with the game and its mechanics.

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