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The year is 3085. In the wake of the Jihad, a new realm—the Republic of the Sphere—has been born. Drawing war-weary masses from all over the Inner Sphere, the Republic stands for unity and security, in the hopes that never again will its worlds suffer from centuries of relentless war. But even though the common threat has finally passed, few believe they have seen the last of war. As the combined realms and Clans of the Inner Sphere struggle to rebuild, a new balance of power has begun to emerge.

Field Manual: 3085 updates the military and political state of the Inner Sphere in the years following the end of the Jihad and the formation of the Republic of the Sphere. This report includes a brief history and overview of recent developments in the BattleTech universe (including the formation and organization of the Republic of the Sphere), as well as current TO&Es for all of the major ’Mech and mercenary commands employed by the realms and Clans of the post-Jihad Inner Sphere. Special rules are also included, enabling players to create characters and forces for use in campaigns set in and after this critical point in BattleTech history.

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You’ve grasped the tactics involved with the additional units and weapons from Tactical Operations to defeat your opponents. Now you own Technical Readout: Prototypes and want to deploy some of those ’Mechs, vehicles, and battle armor on your gaming table. Grab your dice and start rolling, because these sheets are for you!

Record Sheets: Prototypes contains 30 pre-printed ’Mech record sheets that will have players firing autocannons, missiles and PPCs at each other in no time. More than 60 additional record sheets—from vehicles to battle armor, ProtoMechs to aerospace fighters and DropShips—bring the excitement of combined-arms game play to any table top. Two ready to-play scenarios focus on the highlights of this volume, while an extensive Rules Addendum section, including Design Quirks, provides a sneak peek of all the advanced rules options provided in Strategic Operations.

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For ComStar, the Clan Invasion sparked a Schism that was, perhaps, a long time coming. When the Jihad erupted, the self-appointed guardians of interstellar communications and the lost technologies of the Star League found itself at war with its brethren on a scale that even the mighty Com Guards could not overcome. As the Word of Blake’s war against humanity collapsed on itself, so too did the white-clad warriors of ComStar’s military might, their strength and prestige evaporated by the loss of Blessed Terra and the long-bitter bitter Jihad. Answering now to a new order on Terra, ComStar’s wartime experiments have come to light—including new tools of battle intended for use against the zealots of Blake.

Experimental Technical Readout: ComStar samples the custom and prototype designs that were developed in the testing labs and top-secret proving grounds of ComStar’s scattered military. Each design featured in this book incorporates some of the latest technologies developed by the realms of the Inner Sphere as the war against the Word of Blake waged on. These technologies—first described in Tactical Operations—have only begun to achieve widespread production, but each has been prototyped and rushed to the field for their desperate consumers. Statistics and Record Sheets are included for 13 new experimental BattleMechs, vehicles, aerospace.

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MORE CLASSIC FICTION NOW AVAILABLE IN E-PUB FORMAT!

More information, including the Eras in which each novel is set, as well as additional BattleTech fiction, are found on the Fiction (E-pub) page. These novels will shortly be available through amazon.com.

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Ghost of Winter

All his life, Sturm Kintaro wanted to be a MechWarrior. Now he is one—untested in combat, but eager to show his prowess and be transferred away from the backwater planet Kore. But he is about to get a bigger opportunity than he ever wanted when a band of interstellar pirates launches a surprise attack and takes control of the planet. After the rout, Sturm finds himself stranded in the frozen wastes of Kore with no ‘Mech, no help, and no hope…

Until he stumbles upon a long-hidden secret, one that will help him prove himself a worthy MechWarrior. Now Sturm must wage a one-man war against the invading force—and resurrect a ghostly legend of Kore—if he is going to save his people from annihilation.

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Wolf Pack

The Succession Wars.

The Marik Civil War.

The War of ’39.

The Clan Invasion.

Wolf’s Dragoons were victorious in them all.

For fifty years, the five mercenary regiments of Wolf’s Dragoons have been the toughest MechWarriors in the Inner Sphere. Whatever the job, whatever the odds, Jaime Wolf’s Dragoons always won.

Now an aging Colonel Wolf is facing the biggest challenge of his career. And the enemy is not an Inner Sphere Lord or a Clan Khan, but a rebellion among his own men!

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