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Spotlight On: Stone’s Trackers

Backstabbers. Assassins. Cowards. Dezgra.

To the elite headhunters of Stone’s Trackers, these labels mean nothing. The only true measure of a warrior is success, and the Trackers will go to any length to ensure that Devlin Stone’s vision does not falter.

Forged in the flames of the Jihad from a secret Clan Nova Cat unit and comprised of Inner Sphere and Clan veterans alike, the Trackers take on the missions too dirty for regular commands to touch. Masters of infiltration, ambush, and marksmanship, they are the ghosts at the edge of the firelight, the wraiths that even MechWarriors have learned to fear.

From the battlefields of Operation SCOUR to glory of the Capellan Crusades, Stone’s Trackers hold to a code of honor of their own making, one that demands victory at any cost.

Spotlight On: Stone’s Trackers includes a Unit History, Personalities, Personnel Rosters, Mission Tracks, and data for use with all scales of BattleTech play.

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Interstellar Operations

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.

Interstellar Operations contains rules for running an entire faction’s military as a player tries to conquer numerous solar systems, including rules for how to conduct warfare through scales larger than previously represented within the core line of rulebooks. 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.

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Wolves on the Border

Bushido governs all these concepts. As a MechWarrior of the Draconis Combine, Monobu Tetsuhara was bound by Bushido—a code that demands loyal service—to the devious Warlord Grieg Samsonov.

But when Minobu came upon a strange blue-and-gold Archer, the field littered with its vanquished opponents and its weapons now empty, Bushido also dictated that he not destroy the honorable but helpless warrior. And so he rescued Jaime Wolf.

Minobu was then assigned as liaison to the Wolf’s Dragoons, one of the Combine’s most elite mercenary units, who treated him with the respect due a fellow warrior. When the mercenaries refused to renew their contract with Samsonov, Minobu was indstructed to destroy them.

Now Bushido dictates that Minobu oppose his honorable foe, a man with whom he has served and who deserves far batter than betrayal…

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Field Manual: Warden Clans

Nearly three hundred years ago, the Star League was torn apart when the ambitious House Lords launched the Inner Sphere into endless war. The Great Father Aleksandr Kerensky led our forefathers, the remnants of the noble Star League army, away from that empty conflict. In turn, his son Nicholas forged us into the Clans: a society founded on unity, strength and skill. With each generation we evolved, awaiting the day when we would return to the Inner Sphere to save it from itself.

Now is the time of the Return. Some among the Clans insist that conquest of the Inner Sphere is the only Way, but we know that this path will only lead us into the chaos of the past. Our true mission is far more noble: we must act as the Wardens of the Inner Sphere until the time is right and humanity is truly reunited. Only then will the true Star League have returned to the Inner Sphere.

— Ulric Kerensky, ilKhan of the Clans

The second of two volumes on the Clans, Field Manual: Warden Clans describes the Defenders of Kerensky’s Vision: Clans Cloud Cobra, Coyote, Diamond Shark, Ghost Bear, Goliath Scorpion, Snow Raven and Steel Viper. This book describes the tactics, military doctrines and battle histories of each Clan, plus special rules that reflect the unique capabilities of each Galaxy, new weapons, equipment, exclusive Warden BattleMechs and more.

Note: This file is scanned from the original 1998 edition.

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Alpha Strike

For centuries, the armies of the Great Houses have fought to reclaim the glory of the fallen Star League, sending regiments of their elite MechWarriors into battle across hundreds of worlds as humanity slid inexorably toward a new Dark Age. The coming of the Clans—descendants of the lost Star League army—did little to stem the slaughter. It only raised the stakes. Alpha Strike is a new, fast-playing form of the BattleTech game of futuristic, armored combat. Developed for the modern tabletop miniatures wargamer, this book brings players the ability to wage war on land, sea, and air using the Quick-Strike game system first devised for truly large-scale play, re-scaled to the tactical level of “classic” BattleTech. Complete with sample armies and a ready-to-play campaign system, all you need besides this book are dice, miniatures, and tabletop terrain to fight for control over the Inner Sphere on land, sea, and air—one world at a time!

Second Printing
This is an errata-corrected second printing.

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Field Manual: 3145

It is the year 3145. Only thirteen years have passed since Gray Monday—the day that most of humanity’s interstellar communications grid suddenly and mysteriously collapsed. Plunged into darkness and fearing the worst, the leaders and armies of the Inner Sphere scrambled to act, some fearing the approach of invaders, others seeking to exploit the chaos. Now, armies are on the march, war has erupted on every front, and the Republic of the Sphere—once a sign of mankind’s hope for a brighter future—has retreated behind its fortress walls to prepare for the inevitable.

Field Manual: 3145 updates the military and political state of the Inner Sphere as it stands in the year 3145. This report includes a brief history and overview of recent developments in the BattleTech universe, as well as current TO&Es for the major ’Mech forces and mercenary commands employed by the realms and Clans of the Dark Age Inner Sphere. Special era-specific 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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Strategic Kit

Tired of hunting for a specific table in a rulebook? Wish you had heavy-duty reference cards for Strategic Operations game play like that found in the 25th Anniversary Introductory Box Set? Then the Strategic Kit is for you!

The Strategic Kit contains five heavy-duty cards of compiled tables from Strategic Operations.

Strategic Operations is required to use the Strategic Kit (compiled tables reflect corrected second printing).

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MapPack: Flatlands Terrain Set

BattleTech MapPacks bring back BattleTech’s classic map sheets in printable form. Using the original map sheet art, and sized for compatibility with the original printed sheets and newer HexPacks alike, you can now store and print as many sheets as needed for your BattleTech games.

Use these sheets in conjunction with the random terrain tables found in Total Warfare, or any time you need a quick map, but transporting physical terrain is impractical. Mount them on poster board or cardboard for longevity, or cut them up to mix and match your own unique battlefields.

For use with BattleTech, Total Warfare, Tactical Operations, and Strategic Operations.

This Terrain Set includes the following maps:

Open Terrain #1
Open Terrain #2
Desert Hills
City Ruins
CityTech Map
Scattered Woods

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Historical Turning Points: New Dallas

A lifeless planet with a bloody past, New Dallas was a mere footnote in history until the Devil’s Brigade mercenaries rediscovered an ancient artifact in the early days of the Jihad. Their discovery revealed a secret history, long buried and believed lost.

Home to the vast Hegemony Central Intelligence Directorate, New Dallas has been a lostech prospector’s dream. The system was a shining jewel during the heyday of the Star League, lost after the fall of the Amaris Empire, and rediscovered during the opening shots of the Jihad. The secrets that lay among its ruins would change the course of technology in the Inner Sphere forever…

Historical Turning Point: New Dallas details three era events that occurred on the planet. Containing three mini-campaigns using the Chaos Campaign rules, this campaign supplement gives players the option of fighting individual battles, following a campaign arc, inserting it into their own campaigns, and even creating their own scenarios with optional rules to give their games a “New Dallas flavor.” This PDF-exclusive book includes a detailed map of New Dallas, a comprehensive list of the forces involved on New Dallas across three eras, and several Tracks for players can use to run simple lance-on-lance battles or stage a complete world-wide invasion. The only limit is the players’ imagination.

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Technical Readout: 3145 Capellan Confederation

The great experiment that was the Republic of the Sphere has failed. Withdrawn behind the Fortress walls, the once-great power has become a silent, opaque remnant of its former glory. Without its influence, old hatreds have risen anew. As war once more rages across the Inner Sphere, new equipment strides across ancient battlefields. Technology, once stagnated by trade restrictions and peace treaties, now surges forward again, testing these new machines in the fierce crucible of war.

Technical Readout: 3145 Capellan Confederation introduces the wave of new battle armor, vehicle, ‘Mech, and aerospace units appearing across the Inner Sphere in the Dark Age era. Featuring new and matured technology, and presented in this series of faction-specific PDFs, these combat units will add excitement and variety to any game table.

For use with BattleTech, Total Warfare, Tactical Operations, and Strategic Operations.

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MapPack: Hills Terrain Set

BattleTech MapPacks bring back BattleTech’s classic map sheets in printable form. Using the original map sheet art, and sized for compatibility with the original printed sheets and newer HexPacks alike, you can now store and print as many sheets as needed for your BattleTech games.

Use these sheets in conjunction with the random terrain tables found in Total Warfare, or any time you need a quick map, but transporting physical terrain is impractical. Mount them on poster board or cardboard for longevity, or cut them up to mix and match your own unique battlefields.

For use with BattleTech, Total Warfare, Tactical Operations, and Strategic Operations.

This Terrain Set includes the following maps:

BattleForce
Box Canyon
Woodland
Rolling Hills #2
Rolling Hills #1

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Explorer Corps

A hundred years ago, Primus Adrienne Sims of ComStar suffered nightmare visions of a dire threat to ComStar and the Successor States: hordes of strange monsters from beyond known space, invading the Inner Sphere to destroy it. These visions so troubled the Primus that she created the Explorer Corps, a division of ComStar dedicated to probing the Deep Periphery, to hunt down the threat she had foreseen.

A century later, the Clan invasion made the nightmare come true—and gave the Explorer Corps a vital role in the Inner Sphere’s survival. With the backing of the Draconis Combine, the Explorer Corps has expanded its operations and embarked on a massive hunt for the Clan homeworlds. Small mercenary units from all over the Inner Sphere are joining the search, hired by the Explorer Corps for secret missions into the Deep Periphery—missions from with few return…

The Explorer Corps sourcebook describes the Explorer Corps’ history and structure, including key personalities, operational procedures, and the Corps’ efforts to locate the Clan homeworlds before the Truce of Tukayyid expires. Also included is background material on life aboard a 31st century spacecraft and descriptions of various colonies and Clan bases in the Deep Periphery and other inhabitants of that little-known region of space. Special game rules for BattleTech, MechWarrior and BattleSpace are designed to enhance campaigns involving space travel or planetary exploration; new material includes rules for creating new solar systems and planets to explore, as well as new types of vehicles and ‘Mechs.

Note: This file is scanned from an original printing. It contains modified illustrations of BattleMechs that are not currently used in BattleTech.

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Jade Falcon Sourcebook

The Jade Falcon Sourcebook provides a complete overview of the deadly Jade Falcons, one of the premier Clans. Falcon history, culture and military capabilities are explored. The Jade Falcon Sourcebook also includes profiles of prominent Clan personalities, information on four deadly new BattleMechs, an overview of Jade Falcon-occupied worlds, and eight full-color pages featuring renderings of Jade Falcon uniforms and examples of Clan camouflage. A must for any BattleTech fan!

Note: This file is scanned from an original printing. It contains modified illustrations of BattleMechs that are not currently used in BattleTech.

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Technical Readout: 3145 Draconis Combine

The great experiment that was the Republic of the Sphere has failed. Withdrawn behind the Fortress walls, the once-great power has become a silent, opaque remnant of its former glory. Without its influence, old hatreds have risen anew. As war once more rages across the Inner Sphere, new equipment strides across ancient battlefields. Technology, once stagnated by trade restrictions and peace treaties, now surges forward again, testing these new machines in the fierce crucible of war.

Technical Readout: 3145 Draconis Combine introduces the wave of new battle armor, vehicle, ‘Mech, and aerospace units appearing across the Inner Sphere in the Dark Age era. Featuring new and matured technology, and presented in this series of faction-specific PDFs, these combat units will add excitement and variety to any game table.

For use with BattleTech, Total Warfare, Tactical Operations, and Strategic Operations.

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Technical Readout: 3145 Federated Suns

The great experiment that was the Republic of the Sphere has failed. Withdrawn behind the Fortress walls, the once-great power has become a silent, opaque remnant of its former glory. Without its influence, old hatreds have risen anew. As war once more rages across the Inner Sphere, new equipment strides across ancient battlefields. Technology, once stagnated by trade restrictions and peace treaties, now surges forward again, testing these new machines in the fierce crucible of war.

Technical Readout: 3145 Federated Suns introduces the wave of new battle armor, vehicle, ‘Mech, and aerospace units appearing across the Inner Sphere in the Dark Age era. Featuring new and matured technology, and presented in this series of faction-specific PDFs, these combat units will add excitement and variety to any game table.

For use with BattleTech, Total Warfare, Tactical Operations, and Strategic Operations.

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Invading Clans

They came from beyond the Periphery: invaders with advanced weapons, strange tactics, and stranger customs. Arriving in 3049, they attacked world after world with unrelenting fury. By 3052, they had conquered more than 200 planets, and their target was clear. They sought to capture the cradle of humanity: Terra. If not for the battle of Tukayyid and the resulting truce, the Earth would surely have fallen.

We now know these invaders are the Clans, the sons and daughters of the legendary Aleksandr Kerensky, gone from known space for over 250 years. They seek to overthrow the Inner Sphere and recreate the lost Star League in their own image, or so it seems…

Invading Clans describes the history, culture, and military capabilities of Clans Smoke Jaguar, Nova Cat, Ghost Bear, Steel Viper and Diamond Shark. Also included is an overview of occupied worlds, deadly new BattleMechs, and eight full-color pages featuring renderings of Clan uniforms and ceremonies.

Note: This file is scanned from the original 1994 edition. It has been edited to remove images no longer used in BattleTech.

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Technical Readout: 3145 The Clans

The great experiment that was the Republic of the Sphere has failed. Withdrawn behind the Fortress walls, the once-great power has become a silent, opaque remnant of its former glory. Without its influence, old hatreds have risen anew. As war once more rages across the Inner Sphere, new equipment strides across ancient battlefields. Technology, once stagnated by trade restrictions and peace treaties, now surges forward again, testing these new machines in the fierce crucible of war.

Technical Readout: 3145 The Clans introduces the wave of new battle armor, vehicle, ‘Mech, and aerospace units appearing across the Inner Sphere in the Dark Age era. Featuring new and matured technology, and presented in this series of faction-specific PDFs, these combat units will add excitement and variety to any game table.

For use with BattleTech, Total Warfare, Tactical Operations, and Strategic Operations.

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Technical Readout: 3145 Free Worlds League

The great experiment that was the Republic of the Sphere has failed. Withdrawn behind the Fortress walls, the once-great power has become a silent, opaque remnant of its former glory. Without its influence, old hatreds have risen anew. As war once more rages across the Inner Sphere, new equipment strides across ancient battlefields. Technology, once stagnated by trade restrictions and peace treaties, now surges forward again, testing these new machines in the fierce crucible of war.

Technical Readout: 3145 Free Worlds League introduces the wave of new battle armor, vehicle, ’Mech, and aerospace units appearing across the Inner Sphere in the Dark Age era. Featuring new and matured technology, and presented in this series of faction-specific PDFs, these combat units will add excitement and variety to any game table.

For use with BattleTech, Total Warfare, Tactical Operations, and Strategic Operations.

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Technical Readout: 3145 Lyran Commonwealth

The great experiment that was the Republic of the Sphere has failed. Withdrawn behind the Fortress walls, the once-great power has become a silent, opaque remnant of its former glory. Without its influence, old hatreds have risen anew. As war once more rages across the Inner Sphere, new equipment strides across ancient battlefields. Technology, once stagnated by trade restrictions and peace treaties, now surges forward again, testing these new machines in the fierce crucible of war.

Technical Readout: 3145 Lyran Commonwealth introduces the wave of new battle armor, vehicle, ‘Mech, and aerospace units appearing across the Inner Sphere in the Dark Age era. Featuring new and matured technology, and presented in this series of faction-specific PDFs, these combat units will add excitement and variety to any game table.

For use with BattleTech, Total Warfare, Tactical Operations, and Strategic Operations.

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Alpha Kit

Tired of hunting for a specific table in a rulebook? Wish you had heavy-duty reference cards for Alpha Strike game play like that found in the 25th Anniversary Introductory Box Set? Then the Alpha Kit is for you!

The Alpha Kit contains seven heavy-duty cards of compiled tables from Alpha Strike.

Alpha Strike is required to use the Alpha Kit.

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Onslaught: Tales of the Clan Invasion!

In 1990 Michael A. Stackpole’s novel Lethal Heritage introduced readers to the Clans, genetically enhanced MechWarriors from beyond the Periphery who returned to the Inner Sphere to conquer the Successor States. With advanced BattleMechs and unstoppable skills, they crushed all who stood in their way — changing the BattleTech universe forever.

Now, in Onslaught: Tales of the Clan Invasion!, seven stories have been gathered from the BattleCorps fiction website to showcase this universe-altering event. Seven stories of incredible attacks from beyond known space. Seven stories of unremitting heroism in the face of defeat.

Seven stories of the onslaught of the Clans.

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BattleTech Adventures: Necromo Nightmare

A World Gone Black…
The year is 3072. The fires of the Word of Blake’s Jihad threaten to consume the Inner Sphere. On the borders of Capellan space, the vital world of Necromo has suddenly gone silent, perhaps the victim of a Blakist strike. But what could hit such a busy and well-defended planet so hard that even the Chancellor’s best would fail to call for help?

Time to find out…

BattleTech Adventures: Necromo Nightmare takes players to the dark world of Necromo, on the Confederation’s border with the Federated Suns — a world mysteriously silenced by a lightning attack by unknown forces. Can your team discover the cause of this shipyard planet’s unexplained blackout, and live to tell the tale? Necromo Nightmare includes a guide to this important world, personal biographies on several key players, and adventure Tracks designed for use with A Time of War: The BattleTech Role-Playing Game and the A Time of War Companion, as well as special rules, terrain guides, maps, and Record Sheets for key non-player characters and equipment unique to this story.

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Record Sheets: 3145 New Tech, New Upgrades

The great experiment that was the Republic of the Sphere has failed. Withdrawn behind the Fortress walls, the once-great power has become a silent, opaque remnant of its former glory. Without its influence, old hatreds have risen anew. As war once more rages across the Inner Sphere, new equipment strides across ancient battlefields. Technology, once stagnated by trade restrictions and peace treaties, now surges forward again, testing these new machines in the fierce crucible of war.

BattleTech Record Sheets: 3145 New Tech, New Upgrades offers players the record sheets for all the ’Mech, Combat Vehicle, Battle Armor and Aerospace designs detailed in the New Tech, New Upgrades section of BattleTech Technical Readout: 3145, many variants making their debut here. The Technological Advances and New Design Quirk sections from BattleTech Technical Readout: 3145 are included as well.

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Tech Kit

Tired of hunting for a specific table in a rulebook? Wish you had heavy-duty reference cards for TechManual game play like that found in the 25th Anniversary Introductory Box Set? Then the Tech Kit is for you!

Also includes a brand new BattleMech blueprint poster!

The Tech Kit contains seven heavy-duty cards of compiled tables from TechManual.

TechManual is required to use the Tech Kit.

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Record Sheets: 3145 Unabridged

The great experiment that was the Republic of the Sphere has failed. Withdrawn behind the Fortress walls, the once-great power has become a silent, opaque remnant of its former glory. Without its influence, old hatreds have risen anew. As war once more rages across the Inner Sphere, new equipment strides across ancient battlefields. Technology, once stagnated by trade restrictions and peace treaties, now surges forward again, testing these new machines in the fierce crucible of war.

BattleTech Record Sheets: 3145 Unabridged offers players the record sheets for all the ’Mech, Combat Vehicle, Battle Armor and Aerospace designs detailed in the corresponding sections of BattleTech Technical Readout: 3145.

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Technical Readout: 3145

The great experiment that was the Republic of the Sphere has failed. Withdrawn behind the Fortress walls, the once-great power has become a silent, opaque remnant of its former glory. Without its influence, old hatreds have risen anew. As war once more rages across the Inner Sphere, new equipment strides across ancient battlefields. Technology, once stagnated by trade restrictions and peace treaties, now surges forward again, testing these new machines in the fierce crucible of war.

Technical Readout: 3145 introduces the wave of new battle armor, vehicle, ’Mech, and aerospace units appearing across the Inner Sphere in the Dark Age era. Featuring new and matured technology, and presented in this series of faction-specific PDFs, these combat units will add excitement and variety to any game table.

For use with BattleTech, Total Warfare, Tactical Operations, and Strategic Operations.

Camo Specs Online

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Technical Readout: 3145 Republic of the Sphere

The great experiment that was the Republic of the Sphere has failed. Withdrawn behind the Fortress walls, the once-great power has become a silent, opaque remnant of its former glory. Without its influence, old hatreds have risen anew. As war once more rages across the Inner Sphere, new equipment strides across ancient battlefields. Technology, once stagnated by trade restrictions and peace treaties, now surges forward again, testing these new machines in the fierce crucible of war.

Technical Readout: 3145 Republic of the Sphere introduces the wave of new battle armor, vehicle, ’Mech, and aerospace units appearing across the Inner Sphere in the Dark Age era. Featuring new and matured technology, and presented in this series of faction-specific PDFs, these combat units will add excitement and variety to any game table.

For use with BattleTech, Total Warfare, Tactical Operations, and Strategic Operations.

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Field Manual: Crusader Clans

We Are The Clans

Nearly three hundred years ago, the Star League was torn apart when the lies and deceits of the petty House Lords launched the Inner Sphere into endless war. The Great Father Aleksandr Kerensky led our forefathers, the remnants of the righteous Star League army, away from that chaotic despotism. In turn, his son Nicholas forged us into the Clans: a society dedicated to becoming the greatest fighting force in all of history. We grew stronger with each generation, awaiting the day when we would return to the Inner Sphere to save it from itself.

Now is the time of the Return. Some among the Clans oppose the Crusaders’ campaign of conquest, but we know that true enlightenment can only come to the misguided rabble of the Successor States through total subjugation. We will crush their honorless armies with our OmniMechs and plant the flag of the Clans on sacred Terra. Only then will the true Star League have returned to the Inner Sphere.

– Lincoln Osis, ilKhan of the Clans

The first of two volumes on the Clans, Field Manual: Crusader Clans describes the seven most aggressive Clans: Blood Spirit, Fire Mandrill, Hell’s Horses, Ice Hellion, Jade Falcon, Star Adder and Wolf. This sourcebook describes the tactics, uniforms and battle histories of each Clan, plus special rules that reflect the unique capabilities of each Galalxy, new weapons, equipment, exclusive Crusader BattleMechs and more.

Note: This file is scanned from the original 1998 edition.

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Field Report 2765 AFFS

In 2765, the Star League Defense Force was the greatest military ever assembled, unparalleled in numbers and technological prowess—but it was not alone. The House Lords and the rules of the Territorial States in the Periphery each amassed armies of their own. While none of these powers alone could challenge the sheer size and might of the SLDF, each stood ready to defend their own interests against the avarice of their neighbors.

Field Report 2765 AFFS describes the state of House Davion’s Federated Suns just before the events described in Historical: Liberation of Terra, Vol I, including the overall military and logistical condition of one of the Great Houses that would eventually survive the collapse of the Star League and face a new age of endless war.

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Historical: Wars of the Republic Era

In 3081, the Republic of the Sphere was born from the ruins of the Word of Blake Protectorate. For an Inner Sphere devastated by the horrors of escalating war, the Republic was a beacon of hope for a brighter, more peaceful future…

For a time, it almost was.

Historical: Wars of the Republic Era describes the border conflicts that inevitably erupted in the decades after the Word of Blake Jihad. Covering the largest of these conflicts in particular—including the Second Combine-Dominion War, the Victoria War, and the Republic of the Sphere’s own war against the Capellan Confederation—this book provides a hard look at the early years of what would come to be known as the Dark Age Era.

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BattleTech: Chaos Formed (Book Two of the Chaos Irregulars)

The battlefields of the 31st century are commanded by the BattleMech, twelve-meter-tall, 100-ton bipedal engines of destruction. Fought by MechWarriors, commanded by neo-feudal officers, owned by national governments and band of mercenaries, loyal to one of the interstellar Successor States or the martial Clans, these ’Mechs make every other ground combat vehicle obsolete.

This is the warfare of fusion-powered giants.

This is BattleTech.

The Chaos Irregulars are mercenaries, born on the battlefields of the planet Acamar at the dawn of the Word of Blake’s horrific Jihad. Orphans of shattered mercenary battalions, they were forged in the crucible of combat into one of the most reliable mercenary battalions in the Inner Sphere.

Chaos Formed: Book Two of the Chaos Irregulars continues the fan-favorite mercenary band’s contracts, battling intrigue, betrayal and other BattleMech mercenaries. First published on the BattleCorps fiction site, these stories comprise the second half of a duology that began in Chaos Born: Book One of the Chaos Irregulars.

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Introductory Box Set

Strap yourself into the ultimate suit of armor: the BattleMech. Thirty feet tall and weighing up to a hundred tons, this humanoid engine of destruction is a walking arsenal with enough firepower to level a city block. The BattleTech game system takes you into the world of the 31st Century, where war has become a way of life. You are a MechWarrior. You are in command of the most powerful machine on the battlefield, and hold the fate of empires in your hand!

The BattleTech Anniversary Introductory Box Set thrusts you onto the battlefields of the 31st century. This box contains everything needed to play:

  • 24 unpainted, ready-to-play plastic BattleMech minis
  • 2 unpainted, premium-quality plastic BattleMech minis
  • One 12-page full-color quick-start rulebook will have players into the action in minutes
  • 36-page book of pre-generated BattleMech Record Sheets
  • One 80-page full-color rulebook
  • Inner Sphere at a Glance, a 56-page full-color book of universe
    background and BattleMech technical data
  • One 16-page full-color Painting and Tactics Guide
  • Two heavy-duty cards of compiled tables
  • Two 18″ x 24″ game-board quality maps

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Field Report 2765 CCAF

In 2765, the Star League Defense Force was the greatest military ever assembled, unparalleled in numbers and technological prowess—but it was not alone. The House Lords and the rules of the Territorial States in the Periphery each amassed armies of their own. While none of these powers alone could challenge the sheer size and might of the SLDF, each stood ready to defend their own interests against the avarice of their neighbors.

Field Report 2765 CCAF describes the state of House Liao’s Capellan Confederation just before the events described in Historical: Liberation of Terra, Vol I, including the overall military and logistical condition of one of the Great Houses that would eventually survive the collapse of the Star League and face a new age of endless war.

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Field Report 2765 DCMS

Gathering Forces…

In 2765, the Star League Defense Force was the greatest military ever assembled, unparalleled in numbers and technological prowess—but it was not alone. The House Lords and the rules of the Territorial States in the Periphery each amassed armies of their own. While none of these powers alone could challenge the sheer size and might of the SLDF, each stood ready to defend their own interests against the avarice of their neighbors.

Field Report 2765 DCMS describes the state of House Kurita’s Draconis Combine just before the events described in Historical: Liberation of Terra, Vol I, including the overall military and logistical condition of one of the Great Houses that would eventually survive the collapse of the Star League and face a new age of endless war.

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Experimental Technical Readout: Royal Fantasy Tournament

It’s a Whole New World (Please Don’t Sue!)

Welcome, fight fans to the annual Solaris VII Exhibition Tournament! And do we have a special treat for you this year! We guarantee that you have never seen a combination of match-ups like these, and may never see such a thing again in your lifetime! For it is this year that, of all the contestants, from all across the Inner Sphere, we find ourselves amazed by the talents and unique rides of some of Solaris VII’s loveliest lady warriors—and what’s more, each of these deadly vixens have assembled today a mix of machines custom-designed to invoke heroes and heroines of classic folklore.

So, without further ado, we present the most astounding Exhibition Tournament week ever, which we call: “The First Solaris Royal Fantasy Bout”!

Experimental Tech Readout: Royal Fantasy Tournament offers a complete list of the custom `Mechs and battle armor devised for a special Solaris VII series of exhibition bouts with a familiar theme. Statistics, record sheets, and even pilot bios are included for 19 unique new experimental units, ready for play in (really) advanced BattleTech games set in the arenas of the Solaris VII Game World.

NOTE: The hex maps contained in this PDF are not the final, legal maps from the Solaris VII MapPack.

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Field Report 2765 FWLM

In 2765, the Star League Defense Force was the greatest military ever assembled, unparalleled in numbers and technological prowess—but it was not alone. The House Lords and the rules of the Territorial States in the Periphery each amassed armies of their own. While none of these powers alone could challenge the sheer size and might of the SLDF, each stood ready to defend their own interests against the avarice of their neighbors.

2765 Field Report: FWLM describes the state of House Marik’s Free Worlds League just before the events described in Historical: Liberation of Terra, Volume 1, including the overall military and logistical condition of one of the Great Houses that would eventually survive the collapse of the Star League and face a new age of endless war.

 

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Era Digest: Dark Age

GRAY MONDAY.

7 August 3132. On that day, eighty percent of the hyperpulse generators throughout the Inner Sphere fell silent and humanity’s communications link across the stars was severed. While many looked to the Republic of the Sphere for guidance through the darkness, others used the crisis to advance their own agendas and political ideologies. As a new era began, old hatreds and rivalries, long suppressed in the optimism of Stone’s Peace, threatened to overwhelm all that had been achieved in the new century.

A Dark Age had fallen, one that would see the death of empires and the rise of tyrants. And the seeds of destruction would be planted in these first days after the Blackout.

Era Digest: Dark Age is a mini-sourcebook that explores the pivotal developments in the immediate aftermath of the HPG Blackout, giving players a glimpse at early reactions to the crisis and the rise of the splinter factions fighting to take advantage of the chaos. Complete with rules and stats for several Dark Age units, Era Digest: Dark Age also features role-playing support for this crucial setting in BattleTech history!

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Experimental Technical Readout: Gunslingers

The Peak of the Golden Age

Before the fall of the first Star League, humanity reached a pinnacle of technological development that would not be seen again for nearly four centuries. United under the aegis of House Cameron, even the states of the Periphery enjoyed a surge of industrial and scientific development that would forever be known as mankind’s greatest golden

Predictably, many of these innovations were used first to perfect the engines of war, a practice that continued even into the League’s waning years. Now, unearthed from ancient archives on Terra in the wake of the Jihad, examples of some of the more exotic prototypes from the days of the Star League have been revealed, each one pushing the envelope of Star League military design.

Experimental Tech Readout: Gunslingers samples some of the advanced technological experiments developed during the peak years of the Star League era. Each design featured in this book demonstrates the use of cutting edge Star League equipment on the BattleMechs, combat vehicles, and aerospace craft of the day. Statistics and Record Sheets are included for 13 BattleMechs, vehicles, and aerospace units presented in this book, ready for play in advanced BattleTech games.

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Alpha Strike Companion

BattleMechs clash, fighters duel, and infantry swarm across the landscape. High above the clouds, mighty WarShips emerge from hyperspace, laden with DropShips filled with reinforcements. A host of new machines, new warriors, and new tactics are unleashed as war rages from the void of space to the earth below. The BattleTech universe is yours to conquer! Alpha Strike Companion adds legions of new rules and expanded options for BattleTech: Alpha Strike, the miniatures war game. With this expansion, players will unlock new tactical abilities, special warrior options, design quirks, and unit types. But more than that, players will find within these pages an expanded abstract aerospace system that will enable them to wage war from planet to jump point, while a handy conversion system opens the path to translating the stats for any BattleTech unit to its fast-playing Alpha Strike equivalent.

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Field Report 2765 LCAF

In 2765, the Star League Defense Force was the greatest military ever assembled, unparalleled in numbers and technological prowess—but it was not alone. The House Lords and the rules of the Territorial States in the Periphery each amassed armies of their own. While none of these powers alone could challenge the sheer size and might of the SLDF, each stood ready to defend their own interests against the avarice of their neighbors.

2765 Field Report: LCAF describes the state of House Steiner’s Lyran Commonwealth just before the events described in Historical: Liberation of Terra (Part 1), including the overall military and logistical condition of one of the Great Houses that would eventually survive the collapse of the Star League and face a new age of endless war.

 

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Operation Turning Point: REVIVAL Trials

In late 3048, Kerensky’s Clans voted to invade the Inner Sphere. The leaders of Clan Wolf, staunch opponents of the invasion, immediately called for a Trial of Refusal against the vote. Desperate to prevent invasion, the Wolves faced incredible odds and the might of four opposing Clans. After the Refusal, all seventeen Clans met in a series of bitterly fought Placement Trials to determine who would spearhead the invasion. However, not all of the Clans that remained behind in Clan space were happy with the trials’ outcome. In 3049, once the invasion began in earnest, Clan Ice Hellion took matters into its own hands.

Operational Turning Points: REVIVAL Trials puts players in the middle of the most pivotal events in Clan history. Using the Turning Points PDF exclusive format, players can fight the Wolves’ iconic Trial of Refusal, vie for a coveted Operation REVIVAL invasion corridor, or wage war against their neighbor Clans.

This PDF exclusive features rules and tracks for conducting a Placement Trials campaign or tournament using Chaos Campaign rules, and it also includes two mini-campaigns: Clan Wolf’s Trial of Refusal and Clan Ice Hellion’s infamous Hellion’s Fury campaign. Also included are a historical overview of the period, a tactical guide featuring looks at all seventeen Clans, a rundown of all of the forces involved in the Placement Trials and mini-campaigns, and several tools players can use to run historical characters and battles from this time period.

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Record Sheets: Vehicle Annex, IndustrialMechs & Exoskeletons

MechWarriors receive all the glory; aerospace fighters are a close second; vehicles are considered the workhorses of any military; infantry are even given their day in the sun in the minds of the common citizen. But no battle could be waged, nor won, without the mammoth apparatus of support vehicles that feed the war machine of the Great Houses. From cargo trucks to tanker airships, airborne MASH to communications satellites, armored transport rails to coastal patrol boats, hauler exoskeletons to AgroMechs, even hover and wheeled police cruisers or civilian vehicles conscripted to the military: the support vehicle is the true backbone of any military machine.

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BattleTech Adventures: Empires Aflame

There May be Some Turbulence…

The year is 3095. Ten years after the Jihad, peace has finally reached most of the Inner Sphere. Within the newly created Republic of the Sphere, the post-war drawdowns have made industry of disarmament. But even here, not every mission goes smoothly—for, sometimes, the universe itself has its own agenda!

BattleTech Adventures: Empires Aflame takes players into a whole new adventure, when a misjump during a routine mission strands the crew far from home. Can your team discover where they’ve come, and escape to tell the tale? Empires Aflame includes a guide to a whole new area of BattleTech lore, complete with personal biographies on several key players, and adventure Tracks designed for use with A Time of War: The BattleTech Role-Playing Game and A Time of War Companion, as well as special rules, map, and Record Sheets for key non-player characters unique to this story.

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BattleTech Field Report 2765 Periphery

Gathering Forces…

In 2765, the Star League Defense Force was the greatest military ever assembled, unparalleled in numbers and technological prowess—but it was not alone. The House Lords and the rulers of the Territorial States in the Periphery each amassed armies of their own. While none of these powers alone could challenge the sheer size and might of the SLDF, each stood ready to defend their own interests against the avarice of their neighbors.

Field Report 2765: Periphery describes the state of the four great Periphery States just before the events described in Historical: Liberation of Terra (Part 1), including the overall military and logistical condition of the fringe powers—including the infamous Rim Worlds Republic, whose House Amaris would bring about the collapse of the Star League that would eventually plunge the rest of the Inner Sphere into a new age of endless war.

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BattleTech Experimental Technical Readout: Primitives IV

Ancient Wonders

Before there was even a Star League, the technologies taken for granted in the thirty-first century went through their awkward paces in a universe newly opened to humankind. In an age when the BattleMech was nearly unknown, when the DropShip was a new concept, and when tanks and fighters dominated the battle zones, the technology of the day was primitive by modern standards…and each new design with an experiment unto itself.

Experimental Tech Readout: Primitives, Volume IV samples more of the early technology designs that dominated the universe of BattleTech during the pre-Star League Age of War period. Each design featured in this book demonstrates the primitive technology level of the first generation of BattleMechs, the last generation of Combat Vehicles (before the ’Mech supplanted them), and the low-tech aerospace units that flew above them. Although many were ultimately upgraded to “modern standards” and shown in Technical Readout: 3075, the units featured here reflect these designs as they were when first introduced to the universe they fought for. Statistics and Record Sheets are included for 13 Primitive BattleMechs, vehicles, aerospace units presented in this book, ready for play in advanced BattleTech games.

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BattleTech Operational Turning Point: Widowmaker Absorption

In 2834, the feud between Clans Wolf and Widowmaker came to a head, and the resulting Trial of Refusal led to the tragic death of ilKhan Nicholas Kerensky at the hands of Clan Widowmaker. Furious at the ilKhan’s death, the Wolves took it upon themselves to hunt down every last Widowmaker warrior in a bloody Trial of Absorption that spanned multiple Clan worlds.

Using the Turning Points PDF exclusive format, Operational Turning Points: Widowmaker Absorption lets players experience the events that turned the Clans’ world upside down and set Clan Wolf on the warpath. Witness firsthand the unbridled savagery that forever altered the course of early Clan history.

This campaign series uses the Chaos Campaign rules and gives players the option of fighting individual Missions or Touchpoints, following a campaign arc, and inserting it into their own campaigns. This PDF exclusive includes detailed information on every world where Clan Wolf hunted down its prey, a rundown of the forces involved in the conflict, an overview of the historical campaign, and several tools and tracks that players can use to run historical characters and battles from this time period.

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BattleTech Experimental Technical Readout: Most Wanted

In the wake of the Word of Blake Jihad, the Republic of the Sphere has emerged from the ashes, promising hope and salvation to a universe ravaged by horror and warfare. But not everyone is ready to lay down their arms just yet, and some of the deadliest renegades remain at large, having reveled in the chaos of the Blakist holocaust. Armed with cutting-edge ’Mechs, vehicles, and battle armor—modified with whatever experimental technology they have managed to capture or steal—these criminals represent a clear and present danger to the Republic and its people!

Experimental Tech Readout: Most Wanted samples custom machines that have appeared in the BattleTech universe since the days of the Jihad. Each unit featured in this book incorporates some of the latest technologies developed by the realms of the Inner Sphere in their war against the Word of Blake, as first described in Tactical Operations—deployed now by some of the Inner Sphere’s most dangerous criminals. Statistics and Record Sheets are included for 13 new experimental BattleMechs, vehicles, and aerospace and battle armor units, ready for play in advanced BattleTech games.

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Historical Turning Points: Tortuga

While the Jihad raged, pirates had their way with the newborn Filtvelt Coalition. Finally, the Filtvelters had suffered too much. They launched an invasion of Tortuga Prime, to punish the pirates in their den. But the force sent to exact retribution found itself mired in a close-packed city filled with traps and enemies too numerous to count. The invasion became a desperate effort to survive to return home, bearing secrets the pirates and their Word of Blake sponsors would prefer remain concealed.

This campaign series uses the Chaos Campaign rules and gives players the option of fighting individual battles, following a campaign arc, or inserting it into their own campaigns. This PDF exclusive includes a rundown of the forces involved in the conflict, and several tracks that players can use to recreate the entire violent conflict on Tortuga. Only the players’ imaginations are the limits.

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Patriots and Tyrants

Bitter rivalries within the Star League threaten to plunge the entire Inner Sphere into chaos, as Victor Steiner-Davion and his sister, Katrina, maneuver their own forces to the brink of civil war. At the same time, their young brother, Arthur, is beginning to gain his own supporters in the Federated Commonwealth—including the powerful Draconis March, who see their own path to power within the younger warrior.

And even as the clouds of insurrection begin to rumble within her own domain, the cunning Katrina devises a ruthless campaign of death that can crush the growing rebellion, rid her of the young upstart Arthur, and strike at the very heart of her hated brother Victor…

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Experimental Technical Readout: Republic I

The year is 3120. Under the aegis of the Republic of the Sphere, the Inner Sphere has experienced its greatest time of peace since the days of the original Star League. Raised from the ashes of the Jihad, the Republic stands for the ideals of unity and justice, but even its triumphs have come at no small cost in blood. Entering the thirty-second century with a mixture of righteousness and hubris, the Republic remains at the forefront of a new arms race. Technologies considered experimental not so very long ago are now being fielded by line regiments as factories have retooled accordingly. For friend and foe alike, the Republic’s technological standards are definitive.

Experimental Technical Readout: Republic (Volume 1) samples production and custom machines that have appeared in the BattleTech universe by the early decades of the thirty-second century. Each unit featured in this book incorporates some of the new technologies that debuted in Tactical Operations – now employed by the armed forces of the Republic of the Sphere and its contemporaries. Statistics and Record Sheets are included for 13 new advanced and experimental BattleMechs, vehicles, and aerospace and battle armor units, ready for play in BattleTech games up to the year 3120.

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Turning Points: Irian

Devlin Stone’s Military Material Redemption Program transformed the Inner Sphere, retooling BattleMech production lines for civilian output and boosting state economies. Companies that had made their names building machines of destruction now found themselves turning more towards peaceful IndustrialMech manufacture. Downsized and heavily regulated by Stone’s policies, Irian Technologies was an exemplary model of the Republic’s new paradigm.

But IrTech has kept a secret through the long decades of peace: a fully functional Marauder II production line hidden away from the Republic’s auditors and enforcers.

In late 3133, however, that secret got out. With the Republic already torn by factional strife, the revelation of IrTech’s deception has everyone scrambling to win the prize. Who will emerge victorious from this all-out faction war?

Turning Points: Irian uses Chaos Campaign rules and gives players the option of fighting individual battles, following a campaign arc, inserting it into their own campaigns and even creating their own scenarios with optional rules to give their games an “Irian flavor.” The ebook includes a detailed map of the world of Irian, a run down of the forces involved in the conflict, and several tracks that players can use to run simple lance-on-lance battles, or stage up to a world-wide invasion. Only the players’ imaginations are the limits.

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Handbook: House Kurita

For almost a millennium, the symbol of the Dragon has struck fear into the rest of the Inner Sphere. The fearless dedication of its warriors, the devotion of its people, and the awesome ambitions of its Coordinator: House Kurita has been more reviled than any other power. Yet a new leader has arisen in the last decades, bringing about a host of reforms and reigning in the realm’s most rapacious desires. Such rebirth comes at a price, as various shadowy influencers fix their eyes on reigniting the Dragon’s glorious past. Only time will tell which path the Dragon will follow…

Handbook: House Kurita covers the pivotal history, politics and cultures of the Inner Sphere’s most feared Great Houses. Not just a sourcebook, Handbook: House Kurita covers rules for both BattleTech and A Time of War game play, including such areas as personal equipment, support vehicles, creatures and more.

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Experimental Technical Readout: Republic II

The year is 3136. Just when it seemed certain that the Republic of the Sphere had led the Inner Sphere to a true era of peace, all hopes lie in ruins. Communications have broken down, separatist factions run amok on defenseless worlds, the Great Houses are saber-rattling like in the worst of times, and the Clans are once more on the prowl. Withering in the chaos, much of the Republic has fallen back behind the inscrutable barrier known as Fortress Republic, while its severed Remnant scrambles for its very survival. Bereft of their central authority, the surviving warriors of the RAF face uncertain times, surrounded now by enemies whose war machines have caught up with the technological leaps of the past decade.

Experimental Technical Readout: Republic (Volume 2) samples production and custom machines that have appeared in the BattleTech universe by the early decades of the thirty-second century. Each unit featured in this book incorporates some of the new technologies that debuted in Tactical Operations—now employed by the armed forces of the Republic of the Sphere and its contemporaries. Statistics and Record Sheets are included for 13 new advanced and experimental BattleMechs, vehicles, and aerospace and battle armor units, ready for play in BattleTech games up to the year 3136.

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Turning Points: Arcturus

Before Devlin Stone, before the Republic, there was Kurita.

As the Jihad unfolded, Chandrasekhar Kurita fought a one-man war against the Blakists when others would not. From the cradle of the Lyran Commonwealth, Kurita built a coalition of mercenaries to expose one of the Word’s darkest—and turn the Inner Sphere against their real enemy.

But the Word of Blake had other plans. To protect their secrets, they launched an invasion of Arcturus to punish Kurita and his mercenary cohorts. Led by a vicious Shadow Division and one of their best operatives, the battle for Arcturus became more than just survival as the very fate of the Inner Sphere hung in the balance.

This campaign series uses the Chaos Campaign rules and gives players the option of fighting individual battles, following a campaign arc, or inserting it into their own campaigns. This PDF exclusive includes a rundown of the forces involved in the conflict and several tracks that players can use to recreate the entire violent conflict on Arcturus. The only limits are the players’ imaginations.

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Technical Readout: 3150

The Walls Came Tumbling Down…
War has spread across the Inner Sphere, shattering and shifting alliances both old and new. As the Clans once more close in on humanity’s homeworld of Terra, the walls of Fortress have come down, revealing the return of Devlin Stone. Desperate for any edge, the Great Houses, Clans, and Periphery states of the Inner Sphere have unleashed a flood of new war machines, rushing them into battle on every front.

Technical Readout: 3150 collects the latest generation of battle armor, vehicles, ’Mechs, and aerospace units from around the Inner Sphere in a single print volume for the first time, complementing the Republic-heavy units shown in Technical Readout: 3145. Featuring new technologies found in Era Report: 3145 and Field Manual: 3145, with new variants and notable pilots, this volume provides players with a glimpse into the twilight years of the Dark Age Era.

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Turning Points: Capellan Crusades

Using the Turning Points PDF-exclusive format, Operational Turning Points: Capellan Crusades lets players experience the events that claimed the lives of Kai Allard-Liao, Davion Burton and Sun Tzu Liao. Witness firsthand the events that shaped the modern Republic Armed Forces and created the circumstances for the Confederation’s stunning successes against the Republic during the Blackout.

This campaign series uses the Chaos Campaign rules and gives players the option of fighting individual Missions or Touchpoints, following a campaign arc, and inserting it into their own campaigns. This PDF exclusive includes detailed information on important worlds during the Capellan Crusades, a rundown of the forces involved in the conflict, an overview of the historical campaign, and several tools and tracks that players can use to run historical characters and battles from this time period.

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Experimental Technical Readout: Republic III

The year is 3146. The Inner Sphere is embroiled in some of the most devastating warfare since the Word of Blake Jihad. Within its Fortress walls, the core of the Republic lies safe for now, yet poised in a state of uneasy readiness. Desperate to maintain its battlefield edge, new technologies—including volatile, experimental gear from the Republic’s Institute for Strategic Combat, and its equally revolutionary Rhodes Project—have been hastily pressed into service. But the Republic’s enemies have not been idle, and the reports of new Clan innovations have come as a rude surprise. The future of the Inner Sphere now hangs in a precarious balance; who will have the weapons to turn conflict’s tide to their own favor?
 
Experimental Technical Readout: Republic (Volume 3) samples production and custom machines that have appeared in the BattleTech universe by the early decades of the thirty-second century. Each unit featured in this book incorporates some of the new technologies that debuted in both Tactical Operations and Interstellar Operations—now employed by the armed forces of the Republic of the Sphere and its contemporaries. Statistics and Record Sheets are included for 13 new advanced and experimental BattleMechs, vehicles, and aerospace and battle armor units ready for play in BattleTech games up to the year 3146.
 
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BattleTech Alpha Strike: Assault Lance Pack


Thrown into the thick of the firefight, an assault lance MechWarrior has an ego as wide as a DropShip. That ego was earned in blood, sweat and hardfought victories in the teeth of the enemy across a hundred worlds… Unleash the Assault Lance Pack on your enemies! Atlas, Grasshopper, Blackjack and Victor BattleMechs—no assembly required. Perfect for BattleTech and Alpha Strike heavy metal action!

CONTENTS

  • 4 plastic miniatures (unpainted)
  • 8 dry-erase Alpha Strike Cards (not all shown).

 

Ages 14 and up, not a toy. Lead-free hobby gaming product. Photos are not to scale and may vary from actual contents. Miniatures are supplied unpainted and may require trimming and cleaning before painting. Terrain not included.

Order direct: Assult lance pack at battlecorps.com

 

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BattleTech Alpha Strike: Battle Lance Pack


At a distance, in the thick of it; direst desert, coldest glacier: a battle lance Mechwarrior is a jack-of-all-trades. He or she doesn\\’t need a specialty because they can take the battle to the enemy under any conditions… Unleash the Battle Lance Pack on your enemies! Zues, hatchetman, Banshee and Orion BattleMechs—no assembly required. Perfect for BattleTech and Alpha Strike heavy metal action!

CONTENTS

  • 4 plastic miniatures (unpainted)
  • 8 dry-erase Alpha Strike Cards (not all shown)

Ages 14 and up, not a toy. Lead-free hobby gaming product. Photos are not to scale and may vary from actual contents. Miniatures are supplied unpainted and may require trimming and cleaning before painting. Terrain not included.

Order direct: Battle lance pack at battlecorps.com

 

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BattleTech Alpha Strike: Command Lance Pack


There are plenty of hotshot pilots, but a command lance Mechwarrior must be more. Able to view the chaos of a battlefield as a grand game of chess, he or she is willing to make sacrifices necessary to plant the victory flag… Unleash the Command Lance Pack on your enemies! Cyclops, Raven, Catapult and Cataphract BattleMechs—no assembly required. Perfect for BattleTech and Alpha Strike heavy metal action!

CONTENTS

  • 4 plastic miniatures (unpainted)
  • 8 dry-erase Alpha Strike Cards (not all shown)

Ages 14 and up, not a toy. Lead-free hobby gaming product. Photos are not to scale and may vary from actual contents. Miniatures are supplied unpainted and may require trimming and cleaning before painting. Terrain not included.

 

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BattleTech Alpha Strike: Fire Lance Pack


Armed with a blistering array of long-range weaponry, fire lance MechWarriors are expert marksmen that bring over-matched firepower to any conflict. Whether with PPCs, lasers or missiles, they bring the pain to smash any assault Unleash the Fire Lance Pack on your enemies! Shogun, Trebuchet, Dervish and Stalker BattleMechs—no assembly required. Perfect for BattleTech and Alpha Strike heavy metal action!

CONTENTS

  • 4 plastic miniatures (unpainted)
  • 8 dry-erase Alpha Strike Cards (not all shown)

Ages 14 and up, not a toy. Lead-free hobby gaming product. Photos are not to scale and may vary from actual contents. Miniatures are supplied unpainted and may require trimming and cleaning before painting. Terrain not included.

 

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BattleTech Alpha Strike: Pursuit Lance Pack


Whether headhunting or running down recon forces, a pursuit lance MechWarrior is a commander’s surgical instrument. Not deployed for just any situation, these specialists are only unleashed to turn the tide of battle… Unleash the Pursuit Lance Pack on your enemies! Centurion, Clint, Jenner and Wolfhound BattleMechs—no assembly required. Perfect for BattleTech and Alpha Strike heavy metal action!

CONTENTS

  • 4 plastic miniatures (unpainted)
  • 8 dry-erase Alpha Strike Cards (not all shown)

Ages 14 and up, not a toy. Lead-free hobby gaming product. Photos are not to scale and may vary from actual contents. Miniatures are supplied unpainted and may require trimming and cleaning before painting. Terrain not included.

 

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BattleTech Alpha Strike: Recon Lance Pack


“Information is ammunition” is gospel for the recon lance Mechwarriors. Unsupported, under-armored and under-gunned, these mavericks penetrate enemy lines and bring back the intel to sway a battle to victory… Unleash the Assault Lance Pack on your enemies! Vulcan, Flea, Cicada and Spider BattleMechs—no assembly required. Perfect for BattleTech and Alpha Strike heavy metal action!

CONTENTS

  • 4 plastic miniatures (unpainted)
  • 8 dry-erase Alpha Strike Cards (not all shown)

Ages 14 and up, not a toy. Lead-free hobby gaming product. Photos are not to scale and may vary from actual contents. Miniatures are supplied unpainted and may require trimming and cleaning before painting. Terrain not included.

 

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BattleTech Alpha Strike:Striker Lance Pack


Springing a well-laid trap; blunting a counter-offensive; hammering a flanking maneuver; cutting off a breakthrough: a striker lance Mechwarrior lives to stop the enemy commanders best moves cold in their tracks… Unleash the Striker Lance Pack on your enemies! Quickdraw, Dragon, Guillotine and Panther BattleMechs—no assembly required. Perfect for BattleTech and Alpha Strike heavy metal action!

CONTENTS

  • 4 plastic miniatures (unpainted)
  • 8 dry-erase Alpha Strike Cards (not all shown)

Ages 14 and up, not a toy. Lead-free hobby gaming product. Photos are not to scale and may vary from actual contents. Miniatures are supplied unpainted and may require trimming and cleaning before painting. Terrain not included.

 

Order direct: Striker lance pack at battlecorps.com

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BattleTech Alpha Strike: Support Lance Pack


Support MechWarriors are the unsung workhorse of every army. Overlooked by most, commanders know these stalwarts are the glue that binds any military, enabling success for any type of military camping. Unleash the Assault Lance Pack on your enemies! Awesome, Vindicator, Firestarter and Charger BattleMechs—no assembly required. Perfect for BattleTech and Alpha Strike heavy metal action!

CONTENTS

  • 4 plastic miniatures (unpainted)
  • 8 dry-erase Alpha Strike Cards (not all shown)

Ages 14 and up, not a toy. Lead-free hobby gaming product. Photos are not to scale and may vary from actual contents. Miniatures are supplied unpainted and may require trimming and cleaning before painting. Terrain not included.

 

Order direct: Support lance pack at battlecorps.com

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Turning Points: Epsilon Eridani

Blake’s Blessed Avenging Angels

In the wake of the Jihad and Devlin Stone’s creation of the Republic of the Sphere, the ancient Order of ComStar was transformed. Their once-proud Com Guards were disbanded, never to rise again. Gone were the robes, the religion, the chants­—and the Word of Blake. But deep within the shattered Order remained a secret outlasting the long decades of peace: the Com Guard reborn…and with it, hidden believers in the old ways of ComStar.

In 3135, the secret of the Com Guard and their Blessed Order got out. With the Inner Sphere torn apart by the HPG Blackout, the reformed Com Guard found itself in an epic battle against the Republic of the Sphere, their very survival at stake.

Turning Points: Epsilon Eridani uses Chaos Campaign rules and gives players the option of fighting individual battles, following a campaign arc, inserting it into their own campaigns and even creating their own scenarios with optional rules to give their games an “Epsilon flavor.” The PDF exclusive includes a detailed map of the world of Epsilon Eridani, a rundown of the forces involved in the conflict, and several tracks that players can use to run simple lance-on-lance battles or stage a planetary invasion. Only the players’ imaginations are the limits.

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Touring the Stars: Old Kentucky

Touring the Stars

When the first waves of explorers and settlers departed Terra for the great black ocean, not all looked to the future—some longed for the traditional values of the past. One such group made their new home on Old Kentucky, a world near the heart of humanity which has persevered through centuries of abandonment, conflict and conquest.

Touring the Stars: Old Kentucky details this hot, rugged world, its proud history, and its native “sasquatch” primates.

Touring the Stars is a whistle-stop tour of the universe! Every system and planet where mankind treads in the BattleTech universe has a story, for those with the drive to explore it. Take a tour of the stars humanity now calls home, experience awesome new worlds, immerse yourself in the local civilization, and prepare to do battle in exotic locales.

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Roar of Honor

Angela Bekker is a rising star in the Ghost Bear Clan. Devoted to duty and honor, relentless in the pursuit of flawless victory—a prime example of Clan excellence in mind and body. So when she receives order to form a new Trinary from scratch, she jumps at the chance to have her own command. Especially since they are to be stationed on the planet Toffen at the leading edge of Ghost Bear space.

But what is an honor for some is an opportunity to strike for others. Led by the bloodthirsty Dirk Radick, forces of Clan Wolf launch an assault to take the valuable planet from the inexperienced troops. But the hunters soon become the hunted, as the Stalking Bears live up to their name.

Only when the smoke clears does Angela realize that great honor comes at a great price—one that she may not be willing to pay…

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Combat Manual: Mercenaries

Some soldiers fight for king and country, some for honor and glory, others for liberty or loved ones. We’ll fight for that too, whatever your cause, as long as the check clears.

For over forty centuries, mercenaries have plied their trade and been instrumental in toppling empires or holding the tides of war at bay. And as mankind expanded to the stars, soldiers of fortune rose to new heights of power. Business is booming, yet along with those riches comes a dangerous life and the scorn of many who see only filthy lucre-warriors. It’s a dangerous life, but as long as you keep your ’Mech intact and your bottom line balanced, the universe is yours!

BattleTech Combat Manual: Mercenaries contains information on the soldier-for-hire trade and their place in the Inner Sphere. This manual takes a look at some of the most renowned mercenaries of the 31st century, detailing their histories, tactics, unit crests, paint schemes, and notable personnel. This Alpha Strike expansion includes special rules for unique character abilities, faction-specific rules, force-building, and a mini Technical Readout—everything you need to field your favorite mercenary command on the tabletop or create your own.

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Touring the Stars: Manassas

Touring the Stars

It’s a whistle-stop tour of the universe! Every system and planet where mankind treads in the BattleTech universe has a story, for those with the drive to explore it. Take a tour of the stars humanity now calls home, experience awesome new worlds, immerse yourself in the local civilization, and prepare to do battle in exotic locales.

The victim of a devastating cosmic impact and war, Manassas is still one of the Inner Sphere’s safest planets, except for the so-called “Dead Zones” dotting the world. In Touring the Stars: Manassas, players will learn about the famed Manassas Run, an annual world-spanning treasure hunt for valuable LosTech where anything goes and the prize of becoming Run Champion is all that matters.

Touring the Stars is a whistle-stop tour of the universe! Every system and planet where mankind treads in the BattleTech universe has a story, for those with the drive to explore it. Take a tour of the stars humanity now calls home, experience awesome new worlds, immerse yourself in the local civilization, and prepare to do battle in exotic locales.

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Touring the Stars: Benet III

Touring the Stars

The mineral-rich planet Benet III served as a place of industry, a base for military forces and as a home to a hearty, stubborn populace—a people who survived the Succession Wars, the FedCom Civil War and the Jihad, only to all but wiped out by the fickle planet itself. In Touring the Stars: Benet III, players learn about the planet’s constant volcanic and seismic activity, as well as the infamous “Death Mists” that eventually led to the disastrous end of Benet III.

Touring the Stars is a whistle-stop tour of the universe! Every system and planet where mankind treads in the BattleTech universe has a story, for those with the drive to explore it. Take a tour of the stars humanity now calls home, experience awesome new worlds, immerse yourself in the local civilization, and prepare to do battle in exotic locales.

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Path of Glory

For MechWarrior Zane, allegiance to the Nova Cat Clan comes above all else. So when he sees his clan disgraced, cast out, and suddenly allied with the hated Inner Sphere, Zane’s only desire is to see the Nova Cats returned to their former greatness.

For Palmer Yoshio, the Draconis Combine is the only honorable thing in a chaotic galaxy. But when he is forced to train alongside the outcast Nova Cats, he finds that his own notion of honor is a far cry from his leader’s.

Now, for Zane and Yoshio, the line between friend and foe will be drawn in the blood of the fallen comrades—and neither warrior will be able to look at their universe in the same way again…

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Falcon Guard: Legend of the Jade Phoenix 3

In 2786, the elite Star League Army fled the Inner Sphere, abandoning the senseless bloodshed ordered by the Successor Lords. Now, almost three hundred years later, the Clans, heirs of the Star League Army, turn their eyes back upon their former home. Nothing will stop them from raising the Star League banner over Earth once again.

For two years, the Clans BattleMech war machines have overwhelmed the armies of the corrupt Successor Lords. Now, at the gates of Earth the Clans must fight one final battle, a battle that will decide the fate of humanity for all time.

For Star Colonel Aidan Pryde of Clan Jade Falcon the battle is more than a question of military conquest. It is an affirmation of the superiority of the Clan way, a way of life that he has sworn to uphold despite his fear that the noble crusade has fallen prey to the lust and ambition of its commanders.
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The First Succession War

In 2784, the departure of General Aleksandr Kerensky and the remnants of the SLDF from known space leaves the Inner Sphere balanced on a knife-edge. With no Star League to keep the House Lords in check, greed, ambition and old grudges come to the fore once more, propelling the five remaining Great Houses into a war that threatens human civilization itself: The First Succession War.

The First Succession War describes the most devastating conflict ever fought by mankind as the five Great Houses battle for supremacy in the ruins of the Star League. Covering the collapse of the Star League, the militarization of the Inner Sphere and the horrors that ensued, this volume provides a detailed look at the major actions of the war, the motivations of its participants, and the deadly consequences of their decisions.

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Threads of Ambition: Capellan Solution 1

Sun-Tzu Liao is the First Lord of the resurrected Star League. In the last year of his reign, he decides to milk his power for every ounce of benefit for himself. His dream to rebuild his Capellan Confederation at any cost is about to become a reality. His first victim: his own aunt, Candace Liao, who deserted the Confederation in the Fourth Succession War, taking the St. Ives Compact with her.

Answering Sun-Tzu’s call to battle is Warrior House Hiritsu, always ready to serve, and the Hustaing Warriors, who will do what is necessary to get the job done. As border skirmishes between BattleMechs turn bloody, military units rally to Candance Liao’s call to hold the line. Both sides are unyielding in this hard-fought war. And as Capellan fights Capellan, the high price of glory will be paid in full…

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Touring the Stars: Lone Star

Touring the Stars

Cold, desolate, long-abandoned and looted of any treasures centuries ago, Lone Star was once a crown jewel of the Terran Hegemony and bold achievement of terraforming. In Touring the Stars: Lone Star, players learn about Volgadon and the “Pond Cities” and their disparate and fabulous architectures, discover why Lone Star was a major agriculture and manufacturing center for the Terran Hegemony…and read how the horrors of the Amaris Civil War and the First Succession War set this once-great world onto the path towards oblivion.

Touring the Stars is a whistle-stop tour of the universe! Every system and planet where mankind treads in the BattleTech universe has a story, for those with the drive to explore it. Take a tour of the stars humanity now calls home, experience awesome new worlds, immerse yourself in the local civilization, and prepare to do battle in exotic locales.

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Touring the Stars: Bone-Norman

Touring the Stars

A stark world on the fringes of the Inner Sphere, Bone Norman’s desolate, haunting geography can spook even the most experienced warrior. A sleepy backwater planet for most of its history, Bone Norman vaunted to the front lines of the Clan Invasion and Jihad. In Touring the Stars: Bone-Norman, players learn about the planet’s interesting flora and fauna, as well as the mysterious Föhnkrankheit, or “wind sickness” brought on by the planet’s unique geography.

Touring the Stars is a whistle-stop tour of the universe! Every system and planet where mankind treads in the BattleTech universe has a story, for those with the drive to explore it. Take a tour of the stars humanity now calls home, experience awesome new worlds, immerse yourself in the local civilization, and prepare to do battle in exotic locales.

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Touring the Stars: Bob

Touring the Stars

It is a shadow world of dark woods and darker rivers, and so was it named—Dunklewälderdunkleflüsseschattenwelt. Alien predators roam the land, seas and air, named for creatures of folklore, while survivors of the once proud settlements eke out an meager existence. Dunklewälderdunkleflüsseschattenwelt suffered during the Succession Wars as many planets of the Inner Sphere did, but as detailed in Touring the Stars: Bob, the beginning of the end was unwittingly initiated by a vote to change the planet’s name…

Touring the Stars is a whistle-stop tour of the universe! Every system and planet where mankind treads in the BattleTech universe has a story, for those with the drive to explore it. Take a tour of the stars humanity now calls home, experience awesome new worlds, immerse yourself in the local civilization, and prepare to do battle in exotic locales.

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Touring the Stars: Brownsville

Touring the Stars

Now a lifeless, dead planet, Brownsville was once a vibrant and discreet supplier of atmospheric processors and inexpensive water filters before the Amaris Coup. But political and diplomatic mistakes would turn the unassuming planet into another casualty of the Star League Civil War and early Succession Wars. Brownsville’s demise sealed the fate of dozens of other worlds.

Touring the Stars is a whistle-stop tour of the universe! Every system and planet where mankind treads in the BattleTech universe has a story, for those with the drive to explore it. Take a tour of the stars humanity now calls home, experience awesome new worlds, immerse yourself in the local civilization, and prepare to do battle in exotic locales.

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Close Quarters

Resourceful, ruthless, beautiful, apparently without fear, Scout Lieutenant Cassie Suthorn of Camacho’s Caballeros is as consummately lethal as the giant BattleMechs she lives to hunt. Only one other person in the freewheeling mercenary regiment has a hint of the demons which drive her. When the Caballeros sign on to guard Coordinator Theodore Kurita’s corporate-mogul cousin in the heart of the Draconis Combine, they think they’ve got the perfect gig: low risk and high pay. Cassie alone suspects that danger waits among the looming bronze towers of Hachiman—and when the yakuza and the dread ISF form a devil’s alliance to bring down Chandrasekhar Kurita, only Cassie’s unique skills can save her regiment.

All she has to do is confront her darkest nightmares.

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I Am Jade Falcon

For years, Star Commander Joanna has had to live with the shame of the Jade Falcon defeat at Twycross, and the nightmares of the heroic Aidan Pryde flaunting his bloodname in her face.

Now, with the arrival of the new Star Colonel Ravill Pryde, who will lead them against the Wolf Clan, Joanna must once again fight for her chance to recapture the glory of her victory at Tukayyid. But will her advanced age, bring her to defeat again, or will being a Jade Falcon be enough for her to take on the legendary Black Widow in a repeat battle at the Great Gash on Twycross.

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The Killing Fields: Capellan Solution 2

In hope of salvaging the embattled worlds of the renegade St. Ives Compact, Chancellor Sun-Tzu Liao has launched a war that stretches far beyond the scope of military conquest. His mission: reunite St. Ives with his own Capellan Confederation. But after months of combat extend into years, the smash-and-destroy tactics have turned the crippled Compact into a bloody wasteland—and the Chancellor’s costly victory into a virtual deathwatch.

For the warriors of House Hiritsu, and for the Capellan and Compact soldiers on the ‘Mech-shredded front lines Sun-Tzu’s noble crusade has become a nightmare. And now, with his dream of glory slipping away, the Chancellor will make one last desperate gamble—a final solution to regain total control of a civil war exploding out of control. No matter what the cost.

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Touring the Stars: Promised Land

Touring the Stars

Promised Land was not exactly as the colonization brochures described, but was settled nevertheless. A chance encounter during the early Star League saved the planet from abandonment, and the struggling colony remained. Long a border waystation between the Lyran Commonwealth and the Free Worlds League, Promised Land’s history is the story of overcoming the challenges of this strange world and thriving in its unique environment.

Touring the Stars is a whistle-stop tour of the universe! Every system and planet where mankind treads in the BattleTech universe has a story, for those with the drive to explore it. Take a tour of the stars humanity now calls home, experience awesome new worlds, immerse yourself in the local civilization, and prepare to do battle in exotic locales.

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Initiation to War

On the planet Epsilon Eridani, young Tybalt Kelly dreams of one day becoming a MechWarrior—no matter how much his father hates the idea. When the local County Shu Militia starts recruiting for warrior training, Tybalt finally gets his wish. But he might not live to regret it.

Because the raw, untested forces of the Shu are about to meet their baptism by fire. Unidentified ‘Mech raiders have been hitting cities and supply depots, destroying and plundering at will. And the newly fitted MechWarriors are going after them.

Now Tybalt is about to discover the hard truth that some battles have no winner—and in war, glory may be fleeting, but death is forever…

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Impetus of War

Major Loren Jaffray is a soldier’s soldier, a hardened professional who made his reputation with the Capellan Confederation’s legendary Death Commandos. Now serving as an officer in the Northwind Highlanders, Loren longs to prove his loyalty to his new comrades. And he’s getting that chance—the Draconis Combine is hiring his regiment to take on a mission unlike any before it.

The ruthless Clan Smoke Jaguar emulate the savagery of their feline namesake with lethal accuracy. Nobody knows this better than the samurai of the Draconis Combine, who fought to the death to save their very homeworld. Now Loren’s crack Highlanders will be the instrument of the Combine’s vengeance, striking into the Deep Periphery to crush one of the Jaguars’ supply centers on a distant world called Wayside V. But the young, confident major is in for a very nasty surprise—and unless he makes a brilliant change in plans, Wayside V will be soaked with Scots blood…

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Campaign Operations

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!

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Touring the Stars: McEvedy’s Folly

Touring the Stars

McEvedy’s Folly – a world where mad science ran rampant. In the grip of an ice age in the final years of the Star League, the planet once known as “Project SAGITARIUS UMBRELLA” was of little interest to anyone, save for brilliant xenobiologist Alpheus McEvedy. Under the aegis of terraforming, McEvedy played god with the primitive fauna, using them as vehicles to recreate long extinct species from across the Inner Sphere—as well as other rumored abominations. McEvedy and his team were eventually abandoned as the Star League fell, and the planet was lost for centuries—while only the legend of McEvedy’s Folly remained.

Touring the Stars is a whistle-stop tour of the universe! Every system and planet where mankind treads in the BattleTech universe has a story, for those with the drive to explore it. Take a tour of the stars humanity now calls home, experience awesome new worlds, immerse yourself in the local civilization, and prepare to do battle in exotic locales.

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Combat Manual: Kurita

To Honor the Dragon

Some soldiers fight for money, some to spread their version of liberty, still others for a sense of adventure. For the men and women of the Draconis Combine Mustered Soldiery there is only one reason for service: the honor of the Dragon.

From the moment Shiro Kurita raised the Dragon’s banner, the soldiers of House Kurita have remained dedicated to the warrior’s path above all others. For seven centuries they have spread fear and respect in equal measure, expanding and protecting the Dragon with loyalty and honor tempered by the ancient code of bushido and forged in battles on a hundred worlds.

BattleTech Combat Manual: Kurita contains information on these warriors. This manual examines the combat commands of the Draconis Combine, detailing their histories, tactics, unit crests, paint schemes, and notable personnel. This Alpha Strike expansion includes special rules for unique character abilities, faction-specific rules, force-building, and a mini-Technical Readout—everything you need to field your favorite Draconis Combine unit on the tabletop, or create your own.

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Measure of a Hero

Colonel Felix Blucher’s orders from the Archon were simple enough: quash the Davion Loyalist uprising on Thorin. But Blucher never planned on facing the fearless Archer Christifori, local militia leader and decorated MechWarrior in the Clan Wars.

As tension rise between Blucher’s Lyran Alliance and the Davion Loyalist population, Archer is torn between obedience to the Archon or allegiance to his people. But when Blucher’s forces go too far, Archer takes up the Loyalist cause and becomes commander of the rebel army. The final confrontation looms and the rebels face long odds—but it takes more than ‘Mech’s to win Thorin’s freedom. It takes a hero…

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Touring the Stars: Butte Hold

Touring the Stars

Butte Hold is a harsh and unforgiving world home to criminals and rogues that has long been a haven for outlaws. Drawn by rumors of hidden Throline Desert caves caches filled with looted valuables, the world became infamous for being the home of Redjack Ryan and his dreaded capital of Raider’s Roost.

Touring the Stars is a whistle-stop tour of the universe! Every system and planet where mankind treads in the BattleTech universe has a story, for those with the drive to explore it. Take a tour of the stars humanity now calls home, experience awesome new worlds, immerse yourself in the local civilization, and prepare to do battle in exotic locales.

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The Price of Glory

The Gray Death Legion is in the employ of the Free Worlds League and has even been given a landhold on the planet Helm. But dark forces conspire against them and the Legion soon finds themselves declared renegade, fair game for anyone to attack.

Now they are on the run on their home planet, trying desperately to reach safety before the might of House Marik falls upon them. They are about to discover the true motives of those who engineered their downfall.

And what they discover will change the Inner Sphere forever.

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Call of Duty

The planet of Odessa is caught between two adversaries whose personal antagonism may cost them much more than their lives.

On one side is Count Nicholas Fisk, ruler of Odessa and a staunch supporter of Katrina Steiner, the ruler of the Lyran Alliance. In an effort to help stamp out the rebellion against Katrina’s rule that has sprouted up across dozens of Alliance worlds, Count Fisk hopes to lure one of the more successful rebels to ultimate destruction. On the other side of the conflict are Leftenant General Archer Christifori and his Archer’s Avengers, who support Prince Victor and his bid to oust Katrina. Though he knows that Odessa is a trap, the possibility of winning over the famed mercenary unit Snord’s Irregulars to the cause is too tempting to pass up.

But where peace is expected, battle ensues. And the black and white of friend and foe quickly turn to shades of gray while treachery abounds.

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Operation Audacity

The Civil War rages on, with deposed Prince Victor Steiner-Davion’s forces bloodied from the recent defeats inflicted by his sister, Katrina. Worse still, Clan Jade Falcon has seized the opportunity to launch a determined offensive into the Lyran Alliance, destroying forces on both sides of the conflict.

But Prince Victor has formed a daring plan of his own—hold the Falcons in check on the worlds they have already conquered and unleash a massive force under Major General Archer Christifori deep inside Clan space with the mission to cut the Falcon offensive off at its core.

To succeed, Victor and Archer must convince one of Katrina’s most loyal warriors—Leftenant General Adam Steiner—to join the fight. But how can either side trust the enemy they have sworn to kill?

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Illusions of Victory

Solaris VII is known as the Game World—where entertainment is king, money is power, and MechWarriors from every corner of the Inner Sphere come to make war against one another in the ultimate sporting event.

Michael Searcy arrived on Solaris VII as a dishonored MechWarrior, and worked his way up in the ranking to become a valued commodity in the games. He knows all the moves, plays all the angles, and can put on a show as well as he fights. But now, the ancient grudges pitting warriors against each other have spilled out of the arena—and are moving through the streets in an all-out war. And Michael is caught in a championship match where the winner is the last man left alive…

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Touring the Stars: Inglesmond

Touring the Stars

A curious, albeit devastated, survivor of the First Succession War, Inglesmond was once a shining jewel of the Terran Hegemony. Though Inglesmond is now a planetary nature preserve in the Republic of the Sphere, it could easily be reinhabited and once again rejoin the Inner Sphere. Learn about the planet’s unique climate and equatorial-spanning ice belt, tribal survivor communities and salvage operations gone awry.

Touring the Stars is a whistle-stop tour of the universe! Every system and planet where mankind treads in the BattleTech universe has a story, for those with the drive to explore it. Take a tour of the stars humanity now calls home, experience awesome new worlds, immerse yourself in the local civilization, and prepare to do battle in exotic locales.

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Operational Turning Points: Death to Mercenaries

During the Fourth Succession War, the fiercest fighting lay along the contentious Draconis March, pitting the elite DCMS not against the forces of the Federated Suns, but against a singular mercenary enemy: Wolf’s Dragoons. The firestorm that erupted on Misery fanned the hatred of Coordinator Takashi Kurita, who gave his now-famous “Death to Mercenaries!” edict and directed nearly the entire might of the Galedon Military District against the three worlds garrisoned by the Dragoons.

Operational Turning Points: Death to Mercenaries picks up where Historical Turning Points: Misery leaves off, opening up the battle for players to join in the fight using the successful Turning Points PDF exclusive format. Return to one of the defining moments of Dragoon lore as they held the line against the honorable samurai of the Dragon.

This campaign series uses the Chaos Campaign rules and gives players the option of fighting individual Missions and Touchpoints, following a campaign arc, and inserting it into their own campaigns. This PDF exclusive includes detailed information on the worlds involved, a rundown of the forces involved in the conflict, an overview of the historical campaign, and several tools and tracks that players can use to run historical characters and battles from this time period. Only the players’ imaginations are the limits.

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Storms of Fate

The civil war within the Federated Commonwealth rages unabated. Katrina Steiner-Davion continues her tyrannical rule as her deposed brother, Victor, slowly wins back the empire Katrina stole from him. Now, with the Clans striking out once more from their occupation zone and violence chewing up armies on dozens of worlds, Victor prepares what he hopes is the final assault to stop his sister’s plans. His battlefield: the Star League conference, where Katrina is maneuvering herself into position to become leader of the entire Inner Sphere!

But even as Victor looks toward victory, Katrina’s carefully laid plans develop a more personal—and sinister—offensive. A torch, lit by the flames of treachery, threatens to start a blaze that will consume Victor, the civil war, and the entire Inner Sphere…

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Betrayal of Ideals

Every member of modern Clan society knows of the Not-Named Clan, the Clan that was erased from history for perpetrating acts of heresy against the Way of the Clans. But what truly happened to Clan Wolverine?

Long before the Clans invaded the Inner Sphere in 3049, their ancestors escaped the brutal Succession Wars by braving uncharted space and forming a new society, only to plunge back into the ravages of war once more.

The year is 2822. The Pentagon Civil War is long over, and Operation Klondike saw ilKhan Nicholas Kerensky’s twenty Clans victorious over the petty warlords who had conquered the Pentagon worlds. But with no true enemies left to fight, the nascent Clans have lost their laser-sharp focus, and began straying from the ilKhan’s vision.

Khan Sarah McEvedy, leader of the progressive Clan Wolverine, sees the dangerous path the ilKhan is steering his Clans onto, but she cannot follow them without compromising her beliefs or her honor. Unsure whom to trust among the scheming Clans, she must navigate the political waters of the Grand Council with caution and resolve, or suffer the deadly consequences. As her enemies seek to engineer her Clan into the ultimate scapegoat, Khan McEvedy must do everything she can to ensure her Clan survives, or they will all be hunted down and destroyed.

Written by BattleTech veteran Blaine Lee Pardoe, Betrayal of Ideals tells the complete story of Clan Wolverine’s true history.

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Spotlight On: Crescent Hawks

For every Kell Hounds or Wolf’s Dragoons, there are a hundred similar outfits that are just as talented—and just as deadly—that you have never heard of. Or worse, you have not heard enough. Sure, the glory hounds who make the evening tri-vid news are movers and shakers, and can change national borders whenever they want, but they’re not the only ones. For every Eridani Light Horse brigade, there is a mercenary crew with a storied battlefield history just as spectacular. These are the unit commands that have gone largely unnoticed in the long, bloody history of the Inner Sphere, their stories untold or nearly forgotten. Take a closer look at the battles and events that have shaped the human sphere, and you’ll find even two-bit troops like Wilson’s Hussars have made a difference.

Spotlight On: Crescent Hawks includes a Unit History, Personalities, Personnel Rosters, Mission Tracks, and data for use with all scales of BattleTech play.

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Assumption of Risk

Solaris VII, the Game World, is the Inner Sphere in microcosm, and Kai Allard-Liao is its Champion, veteran of the war against challengers who wish his crown for their own.

There is no place he would rather be.

Then the political realities of the Federated Commonwealth intrude on Solaris. Ryan Steiner, a man sworn to dethrone Victor Steiner-Davion, comes to Solaris to orchestrate his rebellion. Tormano Liao, Kai’s uncle, redoubles his efforts to destroy the Capellan Confederation, and Victor Davion plots to avenge his mother’s assassination.

In one short month, Kai’s past, present and future collapse in on themselves, forcing him to do things he had come to Solaris to avoid. If he succeeds, no one will ever know — but if he fails, he’ll have the blood of billions on his hands.

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Natural Selection

The Clan War had ended in an uneasy peace. Sporadic Clan incursions into Inner Sphere territory supply mercenaries like the Kell Hounds with more work than they can handle… border raids sharply divide the Federated Commonwealth’s political factions, bringing further instability to the realm standing between Clan’s goals and anarchy.

And while secret ambitions drive plans to rip the Commonwealth apart, Khan Phelan Ward and Prince Victor Davion—cousins, rulers, and enemies—must decide if maintaining the peace justifies the actions they will take to preserve it.

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Touring the Stars: Noisiel

Special super-sized issue!

You are cordially invited to visit the greatest festival world in all of Lyran space: Noisiel! Come for the pastoral atmosphere, share the local flavor, and test your skills in the galactically renowned Noisiel Summer Games! Experience the sportsmanship, the finesse, and the wonder as military technology meets friendly competition! Thrill to the spectacle of baseball, football, hockey, rugby, and even chess on the scale of titans!

Noisiel: Leave your wars behind, and let’s have some fun!

(Paid for by the Noisiel Games Authority and the Noisiel Tourism Department)

Touring the Stars is a whistle-stop tour of the universe! Every system and planet where mankind treads in the BattleTech universe has a story, for those with the drive to explore it. Take a tour of the stars humanity now calls home, experience awesome new worlds, immerse yourself in the local civilization, and prepare to do battle in exotic locales.

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Touring the Stars: Iron Land

Billed as a lost world paradise for thrill seekers and wannabe explorers, Iron Land has a dark history seldom spoken of, as those who know of it either never live to tell the tale, or live to profit from it. The dark history of this tortured world both resonates with, and haunts those drawn to it from across the stars. Iron Land is a planet where you can check out any time you like, but never leave.

Touring the Stars is a whistle-stop tour of the universe! Every system and planet where mankind treads in the BattleTech universe has a story, for those with the drive to explore it. Take a tour of the stars humanity now calls home, experience awesome new worlds, immerse yourself in the local civilization, and prepare to do battle in exotic locales.

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Touring the Stars: Mizar

Touring the Stars

The two thousand worlds of human space often claim to have some incredible beauty spot that is unrivaled by any other world. Some worlds claim to be the most beautiful entire world known to humanity. Statistically, one has to be correct, and that world is Mizar. This freakish accident of planetology has thrilled tourists, earned a title as champion party planet, and avoided most wars for centuries until the Word of Blake arrived.

Touring the Stars is a whistle-stop tour of the universe! Every system and planet where mankind treads in the BattleTech universe has a story, for those with the drive to explore it. Take a tour of the stars humanity now calls home, experience awesome new worlds, immerse yourself in the local civilization, and prepare to do battle in exotic locales.

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Touring the Stars: Ionus

Touring the Stars

An introverted, self-contained world of modest technology, Ionus was originally a poor candidate for human colonization. However, recovery of the Helm Memory Core brought new importance to Ionus as the Free Worlds League’s premier WarShip producer. A lucky survivor of the Word’s Jihad, today Ionus’s advanced shipyards remain a tempting target for any world-be conqueror.

Touring the Stars is a whistle-stop tour of the universe! Every system and planet where mankind treads in the BattleTech universe has a story, for those with the drive to explore it. Take a tour of the stars humanity now calls home, experience awesome new worlds, immerse yourself in the local civilization, and prepare to do battle in exotic locales.

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Touring the Stars: Tyrfing

Touring the Stars

Once an exotic and beautiful planet known for its large, naturally-occurring crystalline formations, Tyrfing was a provincial capital for the defunct Terran Hegemony. Savaged by the Star League Civil War, Tyrfing was damaged beyond repair by a five-way battle between all of the Great Houses during the early Succession Wars. Descending into a dangerous, mutated, feral wasteland, Tyrfing fell off the map. Left to rot, the world is still home to primitive human cultures struggling to survive their deadly world.

Touring the Stars is a whistle-stop tour of the universe! Every system and planet where mankind treads in the BattleTech universe has a story, for those with the drive to explore it. Take a tour of the stars humanity now calls home, experience awesome new worlds, immerse yourself in the local civilization, and prepare to do battle in exotic locales.

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The Second Succession War

War To End All Wars

By 2821, the “Great Succession War” has ground to a halt, the participants seeking desperate respite and to forge a new peace and hope for mankind. Yet not everyone shares this ideal and soon secret machinations undermine the peace efforts and propel the Inner Sphere into a new round of violence. Soon brother will be set against brother and madness will reign once more: The Second Succession War.

The Second Succession War covers the aftermath of the titanic First Succession War and the Great Houses efforts to survive before the machinations of Conrad Toyama propel them into a new round of blood-letting. Detailing the efforts to build a peace while preparing for a new war, this volume showcases the causes and consequences of the Second Succession War, as well as the politics and stresses between and within the Great Houses.

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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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Technical Readout: Succession Wars

KING OF THE BATTLEFIELD

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.

Technical Readout: Succession Wars is the perfect “first Technical Readout” companion to the BattleMech Manual. Combining the ’Mechs previously found in Technical Readout: 3039, Technical Readout: 3050 Upgrade, Technical Readout: 3058 Upgrade, and Technical Readout: 3075, this volume features some of the most common ’Mechs from the Age of War to the Succession Wars. Each machine is illustrated in detail, and accompanied by a description of its history, capabilities, game stats, along with their most famous pilots.

Note: This is a compilation volume. The entries in this book are reprinted from Technical Readout: 3039, Technical Readout: 3050 Upgrade, Technical Readout: 3058 Upgrade, and Technical Readout: 3075. Players who own those Technical Readouts will find the same units presented in Technical Readout: Succession Wars.

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MapPack: Open Terrain #1

BattleTech MapPacks bring back BattleTech’s classic map sheets in printable form. Using the original map sheet art, and sized for compatibility with the original printed sheets and newer HexPacks alike, you can now store and print as many sheets as needed for your BattleTech games.

Use these sheets in conjunction with the random terrain tables found in Total Warfare, or any time you need a quick map, but transporting physical terrain is impractical. Mount them on poster board or cardboard for longevity, or cut them up to mix and match your own unique battlefields.

For use with BattleTech, Total Warfare, Tactical Operations, and Strategic Operations.

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MapPack: Open Terrain #2

BattleTech MapPacks bring back BattleTech’s classic map sheets in printable form. Using the original map sheet art, and sized for compatibility with the original printed sheets and newer HexPacks alike, you can now store and print as many sheets as needed for your BattleTech games.

Use these sheets in conjunction with the random terrain tables found in Total Warfare, or any time you need a quick map, but transporting physical terrain is impractical. Mount them on poster board or cardboard for longevity, or cut them up to mix and match your own unique battlefields.

For use with BattleTech, Total Warfare, Tactical Operations, and Strategic Operations.

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MapPack: Desert Hills

BattleTech MapPacks bring back BattleTech’s classic map sheets in printable form. Using the original map sheet art, and sized for compatibility with the original printed sheets and newer HexPacks alike, you can now store and print as many sheets as needed for your BattleTech games.

Use these sheets in conjunction with the random terrain tables found in Total Warfare, or any time you need a quick map, but transporting physical terrain is impractical. Mount them on poster board or cardboard for longevity, or cut them up to mix and match your own unique battlefields.

For use with BattleTech, Total Warfare, Tactical Operations, and Strategic Operations.

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MapPack: City Ruins

BattleTech MapPacks bring back BattleTech’s classic map sheets in printable form. Using the original map sheet art, and sized for compatibility with the original printed sheets and newer HexPacks alike, you can now store and print as many sheets as needed for your BattleTech games.

Use these sheets in conjunction with the random terrain tables found in Total Warfare, or any time you need a quick map, but transporting physical terrain is impractical. Mount them on poster board or cardboard for longevity, or cut them up to mix and match your own unique battlefields.

For use with BattleTech, Total Warfare, Tactical Operations, and Strategic Operations.

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MapPack: CityTech Map

BattleTech MapPacks bring back BattleTech’s classic map sheets in printable form. Using the original map sheet art, and sized for compatibility with the original printed sheets and newer HexPacks alike, you can now store and print as many sheets as needed for your BattleTech games.

Use these sheets in conjunction with the random terrain tables found in Total Warfare, or any time you need a quick map, but transporting physical terrain is impractical. Mount them on poster board or cardboard for longevity, or cut them up to mix and match your own unique battlefields.

For use with BattleTech, Total Warfare, Tactical Operations, and Strategic Operations.

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MapPack: Scattered Woods

BattleTech MapPacks bring back BattleTech’s classic map sheets in printable form. Using the original map sheet art, and sized for compatibility with the original printed sheets and newer HexPacks alike, you can now store and print as many sheets as needed for your BattleTech games.

Use these sheets in conjunction with the random terrain tables found in Total Warfare, or any time you need a quick map, but transporting physical terrain is impractical. Mount them on poster board or cardboard for longevity, or cut them up to mix and match your own unique battlefields.

For use with BattleTech, Total Warfare, Tactical Operations, and Strategic Operations.

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Historical: Liberation of Terra, Vol 2

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In 2777—after ten years of savage fighting in the Periphery—General Alaksandr Kerensky and the Star League Defense Force launched the final phase in the war against Stefan Amaris, the Usurper of the Star League. For two more years, the greatest army ever forged by humankind would wage a planetby-planet war for the heart of the League itself, ultimately landing on mankind’s homeworld of Terra. As the single greatest campaign ever fought in human history, Operation LIBERATION would change the fate of generations to come.Historical: Liberation of Terra, Volume 2 describes the final years of the civil war that ultimately brought about the end of the first Star League. Covering the fighting that followed Kerensky’s conquest of the Rim Worlds Republic and the early stages of the Hegemony campaign to the final conclusive battles on Terra itself, this book provides a hard look at the last days of the Star League Era, and the fateful decisions that would eventually pave the way for centuries of Succession Wars to come.

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Mercenary’s Handbook 3055

Running a merc unit is a serious business first, last and always. Not just any group of gung-ho ‘Mech jocks can survive in the cutthroat world of the mercenary, and any MechWarrior who ignores this fact ends up working for someone else, dispossessed, or dead. Running a successful merc unit takes know-how, skill, careful planning, and sometimes a little luck. If you still think you’ve got what it takes to pit your skills against the fiercest warriors of the Inner Sphere and beyond, The Mercenary’s Handbook: 3055 is for you. The handbook provides a comprehensive, detailed system for creating, maintaining, and operating a mercenary unit in the BattleTech universe, covering every aspect of the mercenary life from combat to salary to medical care.

The Mercenary’s Handbook: 3055 also includes detailed briefings on five of the most renowned mercenary units of the Inner Sphere: Wolf’s Dragoons, the Kell Hounds, Rhonda Snord’s Irregulars, the Gray Death Legion, and the Black Thorns. So what are you waiting for? C-bills and glory await any MechWarrior bold enough to take them. But just remember, the battle’s not over until the check clears…

Note: This file is scanned from the original 1993 printing. It contains modified illustrations of BattleMechs that are not currently used in BattleTech.

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Experimental Technical Readout: Boondoggles

For as long as there have been wars, mankind has been on a quest for ever more efficient means to kill. Yet even as the technologies improve, there are always missteps, unexpected—and, sometimes, unexplained—flaws in engineering that can transform a promising new weapon into a setback costing billions of credits, years of progress, and perhaps even a few lives.

Experimental Tech Readout: Boondoggles samples some of the most infamous failures in military experiments made by the Inner Sphere and Clan powers throughout history. Each design featured in this book demonstrates a disastrous (or merely abandoned) combination of prototype technology or engineering employed on BattleMechs, combat vehicles, and aerospace units from the Star League age to the Jihad era. Statistics and (where useful) Record Sheets are included for 14 BattleMechs, vehicles, and aerospace units presented in this book, ready to use (if possible) in advanced BattleTech games.

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FedCom Civil War

For five long years, two of the most powerful Great Houses have been in the grip of a bloody civil war. Raging across eight hundred planets and a thousand light years, it has affected countless billions. Now, as the dust settles, the full story can be revealed.

The FedCom Civil War sourcebook details the action involving every line unit throughout the civil war. Wave maps and full regiment listings break down the maneuvering and battles fought by individual forces. Expansive information on over forty war-torn worlds is also included.

NOTE: This PDF is a scan of a print book.

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Interstellar Expeditions: Interstellar Players 3

Nearly fifteen years have passed since the end of the Word of Blake Jihad and the rise of the Republic of the Sphere. Yet even as the Inner Sphere adjusts to a new sense of normalcy, questions remain about whether the Blakist threat is gone for good or merely hibernating.

Once a disorganized collective of hobbyists and academics backed by the idle wealthy, Interstellar Expeditions has emerged from the fires of war to take up the mission once claimed by ComStar’s Explorer Corps: to search for the elusive hiding places where humanity’s enemies might have gone. From the dead worlds within the borders of the Inner Sphere itself, to the distant, uncharted reaches of the Deep Periphery, IE relentlessly searches for the answers to mysteries dating back to mankind’s first ventures into deep space, while simultaneously watching for any sign of the zealots who so recently waged the most horrendous interstellar war in modern history.

Interstellar Expeditions: Interstellar Players 3 describes the organization and efforts of Interstellar Expeditions as it continues to search within (and beyond) human-occupied space in the BattleTech universe. First introduced in Interstellar Players, IE’s operations have now gone truly universal, seeking answers and treasures not only from the lost and forgotten worlds of humanity’s distant past, but also the distant colonies and civilizations that have risen—and even fallen—beyond the boundaries of the Inner Sphere. Gamemasters and players can decide which of these groups and discoveries may actually bear fruit, and which are the misdirections left behind by the surviving leaders of the Blakist war machine. Whether from this sourcebook or the gamemaster’s own imagination, these discoveries can become the ultimate villain, ally, or unique new setting for any type of BattleTech campaign!

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Objectives: Capellan Confederation

STATE OF THE INDUSTRY…

Since the coming of the Clans, the military, industrial, and command complexes of the Inner Sphere have raced against the invaders—and each other—to out-produce one another in battle-worthy manpower and materiel. Factories that were smashed in the Succession Wars were reborn and revitalized, churning out ever more cutting-edge equipment, while academies expanded their curricula and sent generations of fresh warriors into battle.

At the pinnacle of the arms race, new wars erupted, first against the Clans, and then between the Great Houses and Periphery states of the Inner Sphere. In the fires of the Word of Blake Jihad, destruction reached a level not seen since the early Succession Wars…but the stricken realms persevered.

Objectives: Capellan Confederation describes the state of the major factories, training centers, and command centers of House Liao’s Capellan Confederation in the wake of the events described in Jihad Hot Spots: Terra. Including detailed stats on every key system within the realm, this supplement also includes basic rules to help guide players in developing BattleTech scenarios focused on defending—or attacking—these critical sites.

Objectives: Capellan Confederation is an excellent resource for running a campaign set in the Capellan Confederation with Total Warfare and A Time of War: The BattleTech RPG.

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Experimental Tech Readout: Succession Wars I

After the fall of the first Star League and the exodus of the SLDF, the five Great Houses of the Inner Sphere unleashed their armies against one another with a vengeance, each claiming to be the rightful heirs to the Cameron legacy and the First Lordship of the Inner Sphere. Their scorched earth tactics left entire worlds barren, and destroyed many of the precious technologies taken for granted during the golden days of the Star League’s peak. As the years stretched into centuries, their great navies evaporated, and even their mighty BattleMech armies shrank and regressed as their advanced weapons and equipment failed and were forgotten.

Yet even as the Inner Sphere slid toward scavenger tech, the various powers of the Inner Sphere struggled to hone their edge with whatever remained, hoping to turn the tide of the endless Succession Wars with some new innovation their enemies might not have considered.

Experimental Tech Readout: Succession Wars, Volume 1 samples some of the desperate technological experiments that the war-ravaged powers of the Inner Sphere tinkered with during the post-Star League Succession Wars period. Each design featured in this book demonstrates the combination of regressing post-Star League technology levels on the BattleMechs, combat vehicles, and aerospace units that followed. Statistics and Record Sheets are included for 14 BattleMechs, vehicles, aerospace units presented in this book, ready for play in advanced BattleTech games.

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Objectives: Draconis Combine

STATE OF THE INDUSTRY…

Since the coming of the Clans, the military, industrial, and command complexes of the Inner Sphere have raced against the invaders—and each other—to out-produce one another in battle-worthy manpower and materiel. Factories that were smashed in the Succession Wars were reborn and revitalized, churning out ever more cutting-edge equipment, while academies expanded their curriculums and sent generations of fresh warriors into battle.

At the pinnacle of the arms race, new wars erupted, first against the Clans, and then between the Great Houses and Periphery states of the Inner Sphere. In the fires of the Word of Blake Jihad, destruction reached a level not seen since the early Succession Wars…but the stricken realms persevered.

Objectives: Draconis Combine describes the state of the major factories, training centers, and command centers of House Kurita’s Draconis Combine in the wake of the events described in Jihad Hot Spots: Terra. Including detailed stats on every key system within the realm, this supplement also includes basic rules to help guide players in developing BattleTech scenarios focused on defending—or attacking—these critical sites.

Objectives: Draconis Combine is an excellent resource for running a campaign set in the Draconis Combine with Total Warfare and A Time of War: The BattleTech Roleplaying Game.

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The Falcon and the Wolf

For years, the bitter rivalry between the warriors of the Wolf Clan and the Jade Falcons simmered. Then in June of 3057, growing political tensions among the fearsome invaders erupted in a bloody war of attrition. From the mountains of Colmar to the icy wasteland of Morges, the armies of these ancient enemies clashed in a dramatic duel to the death.

The Falcon and the Wolf is a BattleTech scenario pack that describes the epic Trial of Refusal between the Wolf and Jade Falcon Clans described in the BattleTech novel Bred for War. Filled with historical notes and personal accounts of the trial, game scenarios and special Clan rules, The Falcon and the Wolf provides everything the BattleTech player needs to recreate the battles of this major intraClan conflict.

NOTE: This PDF is a scan of a print book. It may contain modified illustrations of BattleMechs that are not currently used in BattleTech.

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Objectives: Federated Suns

STATE OF THE INDUSTRY…

Since the coming of the Clans, the military, industrial, and command complexes of the Inner Sphere have raced against the invaders—and each other—to out-produce one another in battle-worthy manpower and materiel. Factories that were smashed in the Succession Wars were reborn and revitalized, churning out ever more cutting-edge equipment, while academies expanded their curriculums and sent generations of fresh warriors into battle.

At the pinnacle of the arms race, new wars erupted, first against the Clans, and then between the Great Houses and Periphery states of the Inner Sphere. In the fires of the Word of Blake Jihad, destruction reached a level not seen since the early Succession Wars…but the stricken realms persevered.

Objectives: Federated Suns describes the state of the major factories, training centers, and command centers of House Davion’s Federated Suns in the wake of the events described in Jihad Hot Spots: Terra. Including detailed stats on every key system within the realm, this supplement also includes basic rules to help guide players in developing BattleTech scenarios focused on defending—or attacking—these critical sites.

Objectives: Federated Suns is an excellent resource for running a campaign set in the Federated Suns with Total Warfare and A Time of War: The BattleTech RPG.

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Objectives: Free Worlds League

STATE OF THE INDUSTRY…

Since the coming of the Clans, the military, industrial, and command complexes of the Inner Sphere have raced against the invaders—and each other—to out-produce one another in battle-worthy manpower and materiel. Factories that were smashed in the Succession Wars were reborn and revitalized, churning out ever more cutting-edge equipment, while academies expanded their curriculums and sent generations of fresh warriors into battle.

At the pinnacle of the arms race, new wars erupted, first against the Clans, and then between the Great Houses and Periphery states of the Inner Sphere. In the fires of the Word of Blake Jihad, destruction reached a level not seen since the early Succession Wars…but the stricken realms persevered.

Objectives: Free Worlds League describes the state of the major factories, training centers, and command centers of House Marik’s Free Worlds League in the wake of the events described in Jihad Hot Spots: Terra. Including detailed stats on every key system within the realm, this supplement also includes basic rules to help guide players in developing BattleTech scenarios focused on defending—or attacking—these critical sites.

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Experimental Tech Readout: Primitives 3

Before there was even a Star League, the technologies taken for granted in the thirty-first century went through their awkward paces in a universe newly opened to humankind. In an age when the BattleMech was nearly unknown, when the DropShip was a new concept, and when tanks and fighters dominated the battle zones, the technology of the day was primitive by modern standards…and each new design with an experiment unto itself.

Experimental Tech Readout: Primitives, Volume 3 samples more of the early technology designs that dominated the universe of BattleTech during the pre-Star League Age of War period. Each design featured in this book demonstrates the primitive technology level of the first generation of BattleMechs, the last generation of Combat Vehicles (before the ’Mech supplanted them), and the low-tech aerospace units that flew above them. Although many were ultimately upgraded to “modern standards” and shown in Technical Readout: 3075, the units featured here reflect these designs as they were when first introduced to the universe they fought for. Statistics and Record Sheets are included for 14 Primitive BattleMechs, vehicles, aerospace units presented in this book, ready for play in advanced BattleTech games.

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Objectives: Lyran Alliance

STATE OF THE INDUSTRY…

Since the coming of the Clans, the military, industrial, and command complexes of the Inner Sphere have raced against the invaders—and each other—to out-produce one another in battle-worthy manpower and materiel. Factories that were smashed in the Succession Wars were reborn and revitalized, churning out ever more cutting-edge equipment, while academies expanded their curriculums and sent generations of fresh warriors into battle.

At the pinnacle of the arms race, new wars erupted, first against the Clans, and then between the Great Houses and Periphery states of the Inner Sphere. In the fires of the Word of Blake Jihad, destruction reached a level not seen since the early Succession Wars… but the stricken realms persevered.

Objectives: Lyran Alliance describes the state of the major factories, training centers, and command centers of House Steiner’s Lyran Alliance in the wake of the events described in Jihad Hot Spots: Terra. Including detailed stats on every key system within the realm, this supplement also includes basic rules to help guide players in developing BattleTech scenarios focused on defending—or attacking—these critical sites.

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Objectives: Periphery

STATE OF THE INDUSTRY…

Since the coming of the Clans, the military, industrial, and command complexes of the Inner Sphere have raced against the invaders—and each other—to out-produce one another in battle-worthy manpower and materiel. Factories that were smashed in the Succession Wars were reborn and revitalized, churning out ever more cutting-edge equipment, while academies expanded their curricula and sent generations of fresh warriors into battle. At the pinnacle of the arms race, new wars erupted, first against the Clans, and then between the Great Houses and Periphery states of the Inner Sphere. In the fires of the Word of Blake Jihad, destruction reached a level not seen since the early Succession Wars…but the stricken realms persevered.

Objectives: Periphery describes the state of the major factories, training centers, and command centers of the Periphery in the wake of the events described in Jihad Hot Spots: Terra. Including detailed stats on every key system, this supplement also includes basic rules to help guide players in developing BattleTech scenarios focused on defending—or attacking—these critical sites.

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Objectives: The Clans

STATE OF THE INDUSTRY…

Since the coming of the Clans, the military, industrial, and command complexes of the Inner Sphere have raced against the invaders—and each other—to out-produce one another in battle-worthy manpower and materiel. Factories that were smashed in the Succession Wars were reborn and revitalized, churning out ever more cutting-edge equipment, while academies expanded their curriculums and sent generations of fresh warriors into battle. At the pinnacle of the arms race, new wars erupted, first against the Clans, and then between the Great Houses and Periphery states of the Inner Sphere. In the fires of the Word of Blake Jihad, destruction reached a level not seen since the early Succession Wars…but the stricken realms persevered.

Objectives: The Clans describes the state of the major factories, training centers, and command centers of the Clans in the wake of the events described in Jihad Hot Spots: Terra. Including detailed stats on every key system, this supplement also includes basic rules to help guide players in developing BattleTech scenarios focused on defending—or attacking—these critical sites.

Objectives: The Clans is an excellent resource for running a campaign set among the Clans with Total Warfare and A Time of War: The BattleTech RPG.

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HexPack: Mountains and Canyons

You’ve defeated your opponent across all the terrain that the BattleTech Introductory Box Set has to offer and now you want more worlds to conquer. Grab your dice and start rolling, because this product is for you!

HexPack: Mountains and Canyons is a flexible map system aid for the BattleTech board game. Designed for use in conjunction with other preprinted mapsheets (such as those from the Introductory Box Set), the system’s flexibility allows for easy modifications to existing mapsheets, increasing the enjoyment of a given scenario as players quickly change the terrain to bring new excitement to each game they play! A booklet contains two ready-to-play scenarios, which include expanded play options.

The BattleTech Introductory Box Set is suggested for use with HexPack: Mountains and Canyons.

Contents:

  • One 18” x 22” full-color gameboard-quality mapsheet, with a different map printed on either side.
  • Four punch-out-and-ready-to-play gameboard-quality HexTile sheets.
  • Sixteen page booklet.
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    Experimental Technical Readout: Phantoms

    For as long as military forces and governments have employed them, special forces and other covert operations units have employed the latest, and most advanced technologies available to give them an edge in combat. The fires of the Jihad have been no exception. Employing a mix of the most radical technologies in stealth, electronics, and advanced weaponry, the elite shadow warriors from across the Inner Sphere continue to do battle with some of the most cutting edge BattleMechs, vehicles, and battlesuits that money can buy—all optimized for the deadliest of “black ops” missions.

    Experimental Tech Readout: Phantoms samples a number of high-technology designs developed for use by elite covert operatives and special military forces found throughout the Inner Sphere in the late-Jihad period. Each design featured in this book demonstrates the advanced and experimental technologies found in Tactical Operations. Statistics and Record Sheets are included for 13 BattleMechs, vehicles, aerospace units, and battlesuits presented in this book, ready for play in advanced BattleTech games.

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    Dossiers – The Bounty Hunter Lance

    Heroes, patriots, soldiers, freedom fighters. The universe is full of them, and every realm and military force—from the mightiest Successor State to the humblest mercenary band—has its share. Feared across the Inner Sphere, the enigmatic Bounty Hunter and his lance of MechWarriors prowl the battlefields of the universe for the most dangerous of prey. Their deadly calling has carried on for generations, and even the dawning years of the Jihad were no exception.

    Dossiers: The Bounty Hunter Lance describes the notable MechWarriors who served alongside the Bounty Hunter during the early Jihad era, highlighting the abilities of these warriors and their machines, both on and off the battlefields of the 31st century. This Lance Pack dossier file provides players with the background and descriptions of all four members of the Hunter’s lance and a micro-campaign based on their Jihad exploits, complete with character and BattleMech record sheets suitable for play with Total Warfare and A Time of War: The BattleTech RPG.

    Iron Wind Metals
    BattleTech Dossiers: The Bounty Hunter Lance makes a perfect companion to:

    Iron Wind Metals The Bounty Hunter Set and The Bounty Hunter Companion ‘Mechs Set.

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    Field Manual SLDF

    It was the middle of the twenty-eighth century. Two hundred years after the Age of War, all of mankind now lived, united, under one flag: the Star League. Defending and policing this vast realm nearly 3,000 worlds strong was the largest army ever known to humanity: the Star League Defense Force. Harnessing the largest fleet of WarShips ever assembled, the most advanced technologies in BattleMech and aerospace design, and the finest, most disciplined training regimens in known space, the SLDF was the invincible might that kept the feuding Houses of the Inner Sphere in line.

    Field Manual: SLDF describes the single greatest military force the Inner Sphere has ever seen: the Star League Defense Force. Including a brief history and overview of the SLDF, its formation, organization, and training programs, this book provides the most detailed look ever at the army that protected the Inner Sphere before the treachery of Stefan Amaris and the Succession Wars that soon followed. Special rules are also included, enabling players to create Star League forces for use in campaigns set in one of BattleTech’s most storied eras.

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    Total Chaos

    In late 3067, the Word of Blake unleashed its Jihad, fanning the flames of violence and spreading it across the Inner Sphere. Three mercenary commands struggled to find their footing and profit from the all-encompassing warfare. As they navigated their way through the conflicts erupting on hundreds of worlds, these mercenaries grew in power, prestige, and character. Facing adversity, victory, defeat, and enemies within and without, they
    were typical of many commands touched—for ill or for good—by the Jihad.

    As the Jihad unfolded through the Jihad Hot Spots plotbooks, players were introduced to the Chaos Campaign, a new game play system that gave players the opportunity to craft their own games around specific battles and events of the Jihad. Now that campaign, spanning fourteen years of conflict, has been collected and updated. Presented here are all of the Chaos Campaign tracks from the Hot Spots plotbooks and interwoven with select tracks from the Jihad Turning Points e-publication series and several all-new tracks and mini-campaigns.

    This volume also includes detailed reports on nearly forty planetary campaigns, providing context and details
    previously clouded by interstellar media, local reports, and personal journals. With an updated and streamlined core ruleset for the Chaos Campaign and new Jihad Era Random Availability Tables for the Word of Blake, Mercenaries, and Militias, this book has everything players and gamemasters need to recreate the pivotal campaigns of the Jihad and lead their forces to victory.

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    Era Report: 2750

    Before the treachery of Stefan Amaris, Kerensky’s Exodus, and the Succession Wars, the realms of the Inner Sphere were united under the banner of the Star League. As the pinnacle of culture and technology, the six Great Houses and four territorial states of the League reaped the benefits of universal peace and justice, the fruits of their combined efforts enriching the lives of billions across the heavens.

    …Or so the legends claim.

    In reality, the Inner Sphere of the 2750s was far from serene and light-years away from just. Though admired for its monolithic power, the pinnacle of mankind’s greatest experiment—the Star League—stood at a fateful crossroads, with feuding House Lords and rebellious territories only waiting for every chance to strike against each other.

    Era Report: 2750 pierces the luminous veneer of what many Inner Sphere and Clan historians alike have considered to be the golden age of BattleTech history: the height of the Star League era. Presented as a general overview of the period, rather than a focused report on a single conflict, this book includes descriptions of every major Inner Sphere faction active before the fateful events described in Historical: Liberation of Terra. Notable personalities, military forces, and an overview of the technological capabilities of the Star League age are also provided, along with special advanced-level rules for campaigns set during this time, whether played using the Total Warfare core rules or those found in A Time of War: The BattleTech RPG.

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    The Wars of Reaving Supplemental

    The Wars of Reaving are past. The Homeworld-sweeping wars have irrevocably changed the survivors. Four Clans look to rebuild their shattered society and prepare for their possible return to the Inner Sphere. Changes in political views, the tools of war, and tactical outlooks are discussed, as well as distant threats both past and future.

    The Wars of Reaving Supplemental also includes Random Assignment Tables for the Reaving era and beyond, a short Strana Mechty mini-campaign, and fifty-one record sheets of units used throughout the conflict, including new OmniMechs and ProtoMechs introduced in The Wars of Reaving sourcebook.

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    Historical: Liberation of Terra, Vol I

    In 2766, decades of careful planning and manipulation finally culminated when Stefan Amaris wiped out the entire Cameron dynasty in a bloody coup. Rallying the might of the SLDF behind him, General Aleksandr Kerensky immediately attacked Amaris’ Rim Worlds Republic, before turning his full fury against the Usurper’s “Empire”, launching one of the greatest military campaigns in Inner Sphere history.

    Historical: Liberation of Terra, Volume 1 describes the early years of the civil war that would ultimately bring about the final end of the first Star League. Covering the fighting from the coup itself to the bloody campaign for the Terran Hegemony, this book provides a hard look at the closing years of the Star League Era, and the fateful decisions that would eventually pave the way for centuries of Succession Wars to come.

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    Warfare Kit

    Tired of hunting for a specific table in a rulebook? Wish you had heavy-duty reference cards for Total Warfare game play like that found in the 25th Anniversary Introductory Box Set? Then the Warfare Kit is for you!

    The Warfare Kit contains five heavy-duty cards of compiled tables from Total Warfare.

    Total Warfare is required to use the Warfare Kit (compiled tables reflect corrected third printing).

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    Tactical Kit

    Tired of hunting for a specific table in a rulebook? Wish you had heavy-duty reference cards for Tactical Operations game play like that found in the 25th Anniversary Introductory Box Set? Then the Tactical Kit is for you!

    The Tactical Kit contains thirteen heavy-duty cards of compiled tables from Tactical Operations.

    Tactical Operations is required to use the Tactical Kit (compiled tables reflect corrected second printing).

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    Experimental Technical Readout: Primitives 2

    Before there was even a Star League, the technologies taken for granted in the thirty-first century went through their awkward paces in a universe newly opened to humankind. In an age when the BattleMech was nearly unknown, when the DropShip was a new concept, and when tanks and fighters dominated the battle zones, the technology of the day was primitive by modern standards…and each new design with an experiment unto itself.

    Experimental Tech Readout: Primitives, Volume 2 samples more of the early technology designs that dominated the universe of BattleTech during the pre-Star League Age of War period. Each design featured in this book demonstrates the primitive technology level of the first generation of BattleMechs, the last generation of Combat Vehicles (before the ’Mech supplanted them), and the low-tech aerospace units that flew above them. Although many were ultimately upgraded to “modern standards” and shown in Technical Readout: 3075, the units featured here reflect these designs as they were when first introduced to the universe they fought for. Statistics and Record Sheets are included for 13 Primitive BattleMechs, vehicles, aerospace units presented in this book, ready for play in advanced BattleTech games.

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    Experimental Technical Readout: ComStar

    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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    Field Manual: 3085

    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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    BattleTech: 25 Years of Art & Fiction

    BattleTech: 25 Years of Art & Fiction is the ultimate chronicle of the BattleTech/MechWarrior universe. Full-color, hard-back and coffee-table-sized at over 10″ by 12″, its 304 pages are brimming with hundreds of color and B&W illustrations that span BattleTech‘s 25-year legacy. Additionally, the book contains:

    • An 8-page, detailed treatise on the evolution of the BattleTech/MechWarrior computer games and the creation one of the most successful franchises in history: from The Crescent Hawks Inception to MechWarrior 2, Virtual World Entertainment Cockpits to MechWarrior 4 and more!
    • A 25-page bibliography detailing every rulebook, box set, scenario pack and more ever sold for BattleTech/MechWarrior by FASA, FanPro, WizKids or Catalyst Game Labs; an era stamp with each entry allows for easy time period identification.
    • A universe timeline from the launching of Crippen Station in 2005 until the reformation of the shattered Free Worlds League in 3139
    • 18 all new stories from best selling, perennial authors Michael Stackpole, Robert Charrette, William H. Keith, Loren L. Coleman and authors; stories set from the time of the Star League to the Succession Wars, Clan Invasion to The Dark Age.
    • A look at a host of licensed products over the years, from comic books to the cartoon, toys to patches, and more.

    PREVIEW NOTE: In an effort to provide as thorough a preview as possible of this full-color book, the PDF preview is 15 megs.

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    The Corps: BattleCorps Anthologies Vol. I

    The great Star League general, Aleksandr Kerensky. Colonel Archer Christifori, a man with a score to settle. Neilson Geist, on Christmas patrol. MechWarrior Joanna of Clan Jade Falcon. A Sandoval scion. An eleven-year-old girl. Northwind Highlanders. A prisoner of war. They all have two things in common.

    A universe torn apart by unending warfare.

    A mission, to stand up against the darkness.

    This compilation contains a selection of eighteen of 2004’s best fiction pieces, as well as an all new story about young Kerensky by Loren L. Coleman!

    Includes stories by your old favorite BattleTech authors: Randall N. Bills, Loren L. Coleman, Blaine Lee Pardoe, Robert Thurston, and Michael A. Stackpole

    As well as stories by new favorites: Ilsa J. Bick, Dan Duval, Jason M. Hardy, Kevin Killiany, Steven Mohan, Jr., Louisa M. Swann, and Phaedra M. Weldon!

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    First Strike: BattleCorps Compilation Vol 2

    Masters of War!

    Three hundred years. An age of chivalry and brutality. Of star empires.

    Princes and generals. Soldiers and spies. An age where heroes rally to hold back the darkness. And even the most unlikeliest of hands may determine the fate of millions. An age of duty, loyalty, and terrible choices.

    An age…of war.

    First Strike collects some of the best BattleTech short stories from some of the game’s favorite authors. There are stories by Randall N. Bills, Blaine Lee Pardoe, Jason Schmetzer, Jason Hardy, Jeff Kautz, Dan C. Duval, Loren L. Coleman, Kevin Killiany, Victor Milan, Phaedra Weldon, Steven Mohan, Jr., Dayle A. Dermatis and Louisa Swann.

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    Weapon’s Free: BattleCorps Anthologies Vol. 3

    A man scrabbles to find the BattleMech that will make his fortune. A deadly tank gunner ponders the cost of his calling. An iconic battalion fights its last battle. And in the Deep Periphery, desperate stirrings of horrible weapons breed rumor and betrayal.

    Sixteen stories of combat, honor, betrayal and death fill the pages of Weapons Free: BattleCorps Anthology Volume 3. This diverse collection, drawn from the fiction published on BattleCorps.com in 2006, presents the edgy and violent fiction BattleCorps readers are used to, including a never-before-seen tale of Zeta Battalion.

    Savvy readers will recognize now-familiar names in BattleTech lore among the authors: Steven Mohan, Jr., Kevin Killiany, Phaedra Weldon, Jason Schmetzer, Ben Rome and Herbert Beas. These writers have shaped the direction of the BattleTech universe; in 2006, with these stories, they were exploring the freedom they’d earned to do just that.

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    The Way of the Clans: Legend of the Jade Phoenix 1

    In the 31st century, the BattleMech is the ultimate war machine. Thirty meters tall, and vaguely, menacingly man-shaped, it is an unstoppable engine of destruction.

    In the 31st century, the Clans are the ultimate warriors. The result of generations of controlled breeding, Clan Warriors pilot their BattleMechs like no others.

    In the 31st century, Aidan aspires to be a Warrior of Clan Jade Falcon. To win the right to join his Clan in battle, he must succeed in trials that will forge him into one of the best warriors in the galaxy, or break him completely.

    In the 31st century, Aidan discovers that the toughest battle is not in the field, but in his head—where failure will cost him the ultimate price: his humanity.

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    Hector

    Since their appearance in the Inner Sphere in 3005, the mercenary regiments known as Wolf’s Dragoons have proven themselves the masters of the battlefield, the equal of any regiment of any of the five warring Successor States.

    Now under contract to House Marik’s Free Worlds League, the Dragoons have undertaken their most daring mission yet: an attack on House Steiner’s impregnable Hesperus II BattleMech factories. Success on Hesperus will make the Dragoons into living legends… but few enemies have survived House Steiner’s fanatical defenses. The Steiners know how important the ancient BattleMech factories are to their nation—and not even the fearsome reputation of Wolf’s Dragoons will make them blink.

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    Decision At Thunder Rift

    30 years before the Clan invasion, the crumbling empires of the Inner Sphere were locked in the horror of the Third Succession War. The great Houses, whose territories spanned the stars, used BattleMechs to smash each other into rubble…

    Grayson Death Carlyle had been training to be a MechWarrior since he was 10 years old, but his graduation came sooner than expected. With his friends and family dead and his father’s regiment destroyed, young Grayson finds himself stranded on a world turned hostile. And now he must learn the hardest lesson of all: it takes more than a BattleMech to make a MechWarrior…

    To claim the title of MechWarrior all he has to do is capture one of those giant killing machines by himself… If it doesn’t kill him first.

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    Mercenary’s Star

    Galatea. The Mercenary’s Star. Even the most down on their luck units can find work here. Leading the newly-formed Gray Death Legion is proving to be a hard task for Grayson Death Carlyle, so when a good job comes their way, he is only too happy to take it. The job: train the local resistance on the planet Verthandi to resist their Draconis Combine masters.

    But things do not go well almost from the moment the Legion arrives at Verthandi. And Grayson may find that repeating his successes of the past may not be so easy this time.

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    Bloodname: Legend of the Jade Phoenix 2

    Truebirth – Born in the laboratory, these genetically engineered soldiers train to be the ultimate warriors. They are the elite pilots of the Clan’s fearsome BattleMech war machines.

    Freebirth – Born of the natural union of parents, these too are soldiers, but pale imitations of their truebirth superiors. Depised for their imperfections, they fight where and when their Clan commands.

    Aidan has failed his Trial of Position, the ranking test all truebirth warriors of the Clan Jade Falcon must pass. He is cast out. Disgraced. His rightful Bloodname denied him.

    But with a Bloodname, all past failures are forgiven. With a Bloodname comes respect. With a Bloodname comes honor.

    Aidan will do anything to gain that name. Even masquerade as the thing he has been taught to despise.

    A freebirth.

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    Lethal Heritage: Blood of Kerensky 1

    From beyond the periphery comes a threat. A military force of unknown origin.

    Nothing we have can stop them. Their power, speed and ferocity are unparalleled. Some of the finest warriors and ablest units have challenged them and failed. No force from the Inner Sphere has faced them and won.

    The Clans! An alien juggernaut whose sole reason for being is battle. A race that selectively breeds itself for combat. Humanity’s only hope is an alliance of mortal enemies. The Federated Commonwealth and the Draconis Combine, interstellar empires at war for 300 years, must now stand side-by-side or face certain destruction.

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    Blood Legacy: Blood of Kerensky 2

    The Clan invaders have chosen their next objective – Luthien, capital of the Draconis Combine. House Kurita must now fight for survival on its homeworld.

    Nothing we have can stop them.

    Hanse Davion is presented with a situation undreamt of … final defeat of the Dragon – House Kurita. Should he attack his distracted foe and destroy the enemy his family has battled for over 300 years? Or should he reinforce a fellow House of the Inner Sphere against a force that Davion and the Federated Commonwealth might not otherwise defeat when the time comes?

    The Clans.

    Since appearing in the Inner Sphere, the Clans have moved from planet to planet with utter disregard for any opposing force. Their technology is superior to anything the Inner Sphere possesses. Their race is selectively bred for combat. They appear to be unstoppable.

    Humanity’s only hope – an alliance of mortal enemies – may be doomed.

    ComStar, the semi-mystic sect that controls interstellar communication, moves to engineer circumstances that will hurl Davion, Kurita and the Clans into a war that will leave ComStar in a position to dominate what was once the Star League.

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    Lost Destiny: Blood of Kerensky 3

    The Clan invaders are driving toward their ultimate objective – Terra, cradle of humankind and hub of the ComStar communications network.

    Nothing we have can stop them. The heir to the throne of the Draconis Combine is missing. Whole regiments of BattleMechs lie smashed like abandoned toys. Rasalhague is overrun. The Clans are sweeping toward the center of the Inner Sphere in a relentless tide.

    The Clans. Invaders from beyond the Periphery, the Clans have beaten the forces of the Inner Sphere repeatedly. Warriors bred for battle and mated to fantastic war machines, Clansmen live for victory and pray for death before defeat.

    Humanity’s only hope in the Inner Sphere’s most powerful traitor.

    ComStar betrayed the Inner Sphere by aiding the Clans in their conquests. Now the mystic sect that controls all interstellar communication must face the Clan hordes alone. The untested warriors of ComStar are the Inner Sphere’s last defense against total defeat.

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    Ghost Bear’s Lament: Part One (Blitzkrieg)

    The Clans: a civilization that worships war. Soldiers altered in body and mind. Men and women bent to the blade. They slash through space, cutting through their enemies like a laser cuts through flesh.

    No one can stand against them.

    Star Commander Richard Bekker of Clan Ghost Bear is smart, tough, and ruthless—the perfect Clan warrior. Victory is all he has ever known.

    That’s about to change.

    Because he’s going to face an enemy unlike any he’s ever seen—unlike any ANYONE’S ever seen. And if he is going to triumph, if he’s going to SURVIVE, he will have to reach inside, past his Clan training, and find the part of himself that is human.

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    Ghost Bear’s Lament: Part Two (Blitzkrieg)

    A ruthless predator is stalking Star Colonel Richard Bekker of Clan Ghost Bear—time. Once he was a rising star, the hero of the Damian disaster. But all that ended on the world of Tukayyid where Bekker’s bright future—and the entire Clan invasion of the Inner Sphere—were stopped cold.

    Two decades later, Bekker is a warrior with an undistinguished history that hides a shameful secret. Even worse, in a culture that prizes youth, he is old, old enough to be relieved of duty. And when Clan warriors are relieved they don’t retire—they’re turned into cannon fodder.

    Then Bekker is challenged to a Trial of Possession by the head of a new bandit kingdom, a man who seems little better than the terrorists Bekker is tasked to hunt.

    A man named Devlin Stone.

    And maybe, just maybe, the Trial will offer him a chance to win the greatest prize imaginable—a new place in the universe.

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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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    Main Event

    The Black Thorns, a newly minted mercenary company, accepts a garrison contract on the backwater world of Borghese after brutal fighting on the world of Galatea. What seems like a normal tour of duty is punctuated by political infighting and a Clan invasion. Will their charismatic leader lead them to victory against the Clans, or will he lose his command again?

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    D.R.T.

    Jeremiah Rose and the Black Thorns, flush with their success against the Jade Falcons on Borghese, head to Harlech to draw a new assignment. Their only requirement: Their new job must let them face off against the Clans.

    They find more than they bargained for. Their assignment: Garrison duty on Wolcott — a Kurita planet deep in the heart of the Clan Smoke Jaguar occupation zone. Wolcott is besieged, but protected from further Clan aggression by the Clan code of honor.

    Wolcott makes a useful staging area for Kurita raids on Smoke Jaguar-occupied territory.

    The pay is good. The advance is unbelievable. But they have to live long enough to spend it.

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    Hearts of Chaos

    The enigmatic Draconis Combine industrialist “Uncle Chandy” Kurita owns property on planet Towne. Upon hearing news of the secret Black Dragon Society’s plans to invade, Uncle Chandy dispatches Cassie Suthorn and Camacho’s Caballeros to protect his holdings there and organize the local militia to defend against the anticipated attack.

    To the Caballeros’ surprise, Towne has become a faction-ridden shambles. The populace rejects all outside intervention, and the Caballeros find themselves fighting the very people they were sent to help. Cassie Suthorn must use her unique woman-to-‘Mech combat style to unify Towne in the face of the Black Dragon threat—or be ultimately destroyed…

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    Bred for War

    Along with the throne of the Federated Commonwealth, Prince Victor Steiner-Davion inherited a number of problems. Foremost among them is the Clans’ threat to the peace of the Inner Sphere—and a treacherous sister who wants to supplant him. The expected demise of Joshua Marik—heir to the Free Worlds League, whose very presence maintained peace—also endangers harmony. Victor’s idea is to use a double for Joshua, a deception that will prevent war.

    But secret duplicity is hard to maintain, and war erupts anyway, splitting the Inner Sphere and leaving the Federated Commonwealth defenseless. And when Victor thinks things can get no worse, word comes that the Clans, once again, have brought war to the Inner Sphere…

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    Highlander Gambit

    Death Commando Loren Jaffray is dispatched to the planet Northwind to destroy the elite Northwind Highlanders by winning their trust and starting a war from within–but Loren is waging his own personal battle between honor and duty.

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    Double Blind

    Using fast and furious hit-and-run tactics, Marcus GioAvanti and his Avanti’s Angels mercenaries have earned a tough reputation throughout the Inner Sphere. But the Inner Sphere isn’t where their newest job is taking them—because their latest employer resides in that remote and mysterious region of space known as the Periphery…

    The Magistracy of Canopus has been the target of aggression by the Marian Hegemony, and in hiring Marcus and his gutsy band of can-do commandos, it hopes to retaliate. But the fact that the Canopians are armed with technology that is considered rare in the Periphery is the least of Marcus’s problems. Marcus and his “Angels” will have to face the real force behind the hostilities—the religious cult known as Word of Blake. This fanatical group has a scheme deadly enough to trap even the amazing Avanti’s Angels…

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    Black Dragon

    Theodore Kurita, samurai tyrant of the mighty Draconis Combine, is celebrating his sixty-first birthday. Topping the guest list is an unlikely bunch of high-tech troublemakers: Camacho’s Caballeros, the toughest team of mercenary MechWarriors the Inner Sphere has ever seen. But their invitation is more than merely social. Theodore’s powerful cousin, “Uncle Chandy,” has recruited their ace operative, Cassie Suthorn, for a dangerous mission.

    On an xenophobic planet where honor and duty are worshipped like deities, the freelancing Caballeros are considered barbarians. But Cassie’s covert investigation uncovers an insurrection, and Camacho’s foreign “barbarians” could be the only unit with enough guns and grit to save the Draconis Combine from its own extremists. And when the armor-piercing rockets and laser fire finally subside, counted among the slain may be Cassie and many of her courageous comrades — as well as the fragile peace of the entire Inner Sphere…

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    Binding Force

    Aris Sung is a rising young star in House Hiritsu, noblest of the Warrior Houses that have sworn allegiance to the Capellan Confederation. The Sarna Supremacy, a newly formed power in the Chaos March, is giving the Confederation some trouble—and Aris and his Hiritsu comrades are chosen to give the Sarnans a harsh lesson in Capellan resolve.

    But there is far more to the mission than meets the eye—and unless Aris beats the odds in a race against time and treachery, all the ferro-fibrous armor in the galaxy won’t be enough to save House Hiritsu from the high-explosive cross fire of intrigue and shifting loyalties…

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    Grave Covenant: Twilight of the Clans II

    Possessing precious secret information that will lead them down the Exodus Road, the Inner Sphere Successor States can now meet the Clans on their own terms … and behind enemy lines. The Herculean task of amassing enough power means re-establishing the legendary Star League – a union of the Successor States and their BattleMechs led by Victor Steiner-Davion.

    But with the deadly game of politics making the Successor Lords wary of alliance, and Victor’s Machiavellian sister, Katrina Steiner, hatching more vicious plots to further her own agendas, the war against the Clans may only be a distraction from the real danger…

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    By Blood Betrayed

    Harley Rassor is a simple farm boy in a complex techno-universe—more than happy to work the land of planet Slewis with his father. His restless older brother left to join the elite mercenary corps, Able’s Aces… and paid with his life. Now, Harley’s father wants him to join the fight—and learn what happened to his brother.

    What he learns is that the Aces are in turmoil. His instructor—tough-as-nails Lieutenant Livia Hawke—also happens to be his brother’s ex-lover. Rumors of suspected payoffs and setups are commonplace. And the entire unit is in danger of being disbanded.

    Then pirates launch a devastating raid on the Rim Collection’s resources, sparking an all-out fight that will put the Aces in the thick of battle—and reveal to Harley that there are worse things in war the death…

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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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    Flashpoint

    David McCarthy returns to Kathil a hero—one of the few surviving members of the First Kathil Uhlans, who fought so fiercely in th wear to defeat the Clans. But David returns from Clan space with haunting memories of the cost of victory…

    With the Federated Commonwealth on the brink of civil war, David joins the planetary militia on Kathil—and steps into a powder keg. Opposing forces wrangle for control of the planet and its orbital shipyards, which berth a portion of FedCom’s mighty WarShip fleet. The Eighth Regimental Combat Team—loyal to Archon Katrina—refuses to turn over control of the planet to the militia. Caught in the power struggle between supporters of Katrina and those of her brother, Victor, McCarthy vows that he won’t fail the people of his homeward, even if that means leading his untested MechWarriors against the Eighth’s superior firepower—and dredging up a past he’d rather forget…

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    Lion’s Roar

    Solaris VII is the Game World, a planet of spectacle and intrigue entirely devoted to ferocious gladiatorial combat. Except on Solaris, the gladiators aren’t people—they’re BattleMechs, thirty-foot high, walking engines of war.

    David Singh is a down-on-his-luck ’Mech pilot with just enough skill and raw guts to attract all the wrong kind of attention. Singh’s dream is to become a championship fighter in the games. He’s an underdog, but his flamboyant fighting style gives him a solid chance of making the jump. But he’ll have to watch his step.

    Because on Solaris the most dangerous contests take place outside the coliseum.

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    Endgame

    It is the darkest hour of the ongoing civil war between Prince Victor Steiner-Davion and his sister, Katrina. With Victor brought low by the assassination of his love, Omi Kurita, the allied forces are rudderless. As Victor recovers in hiding, Katrina’s military rallies.

    Victor’s last chance lies before him, and he will need to draw on his strongest supporters. Kell. Allard-Liao. Sandoval. Marik. Sortek. All have their parts to play s the allied forces attempt to sweep Katrina’s loyalists before them. It is their final bid to claim victory, bring a tyrant to justice, and return the thrones of two interstellar nations to benevolent rule.

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    Red Khopesh

    Life in the sparsely populated periphery is rustic—and dangerous. Small settlements means small defense forces. No wonder the outer worlds often fall prey to piracy.

    So when Mark Castor shows up on the World of Randis with relief aid in tow and an assault ’Mech to protect it, the locals are overjoyed to see him. But Castor isn’t at all what he appears to be—and before he’s done he’s going to turn the entire concept of privacy on its head. Follow the twists and turns of Castor and bombshell Tracy Malfont in “Red Khopesh” and “The Bitter Taste of Hope.”

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    Operation: Ice Storm: Part One, The Frost Advances (Blitzkrieg)

    It is 3071, and holy Jihad rages in the Inner Sphere. Safe on worlds claimed two decades earlier, Clan Jade Falcon watches its enemies tear themselves apart. But a new threat is bearing down on the Falcons. Clan Ice Hellion, another of Kerensky’s Clans, has traveled the winding Exodus Road to attack its warrior brethren–for while the Clans hunger to conquer the Inner Sphere, they are warriors–and they have little qualm warring amongst themselves for advantage.

    Khan Connor Rood of the Ice Hellions knows his Clan is taking a desperate risk. Victory over the Jade Falcons will give the Hellions a place in the Inner Sphere, new worlds to conquer and exploit. It will place them among those rarified Clans who are not trapped in the distant Clan homeworlds. It is a bold plan.

    It could easily fail.

    For the Jade Falcons have been warned of the Ice Hellions’ approach, and powerful and veteran Jade Falcon BattleMechs are turning to meet them. Can Rood and his Hellions defeat the forewarned Falcons? With Jihad raging in front of them and genocidal wars of reaving consuming the Clan homeworlds behind them, can the Hellions survive?

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    Bonfire of Worlds

    The failure of interstellar communications threatens civilization across the breadth of the Inner Sphere. Risking everything on one last chance for survival, ComStar kidnaps engineering genius Tucker Harwell who unwravels the Blackout’s greatest mystery. Among the Clans, Khan Malvina Hazen of the Jade Falcons hunts for the next enemy to crush beneath her brutal Mongol Doctrine, and the warrior Alaric Wolf makes his move into the halls of power.

    Plans years in the making come together across hundreds of star systems. Secrets hidden for decades will finally be revealed.

    While an empire goes up in flames.

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    Jihad: Final Reckoning

    The War is Over

    Terra is secure. The Protectorate is free. The Manei Domini are scattered. The Master has fled to his final refuge. As the last embers of the Word of Blake are finally extinguished across the Inner Sphere, a new nation is born—and a new era is dawning. Forged in the fires of the greatest war fought since the coming of the Clans, the Republic of the Sphere promises peace and stability few could have imagined since the start of the Jihad in 3067.

    Jihad: Final Reckoning completes the Jihad plot book series started with Blake Ascending, wrapping up the final years of the war between the Word of Blake and the Inner Sphere, and establishing the birth of the Republic of the Sphere. With articles covering the final fateful years of the war, this book includes articles and intelligence reports from across the Inner Sphere, along with additional rules and campaign tracks for BattleTech campaigns played using the Total Warfare and A Time of War game rules. This book also provides a snapshot of the postwar universe, laying the groundwork for future campaigns. Also included is a glimpse at the more fantastic weapons and assets the Word of Blake was developing before its final fall—complete with rules for top-secret units, including the Caspar III system and Spectral LAMs.

    Gallery
    A wallpaper of the cover illustration is available in the gallery.

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    Record Sheets: 3039 Unabridged

    In 2781 the Star League was officially abandoned, ending a two hundred year-long Golden Age. In 2785 the Successor Lords launched a series of massive conflicts that would rage for centuries and become known as The Succession Wars. Such endless warfare has taken its toll and by the Fourth Succession War of 3028, the technology employed on the battlefields is a mere shadow of the height of the Star League. However, the discovery of the Helm Memory Core is beginning to unlock such sought-after secrets, with new BattleMechs and experimental technologies starting to make a debut for the first time in centuries.

    Record Sheets: 3039 Unabridged offers players the record sheets for all the ’Mechs and Combat Vehicles detailed in Technical Readout: 3039, over 490 in total, many variants making their debut here.

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    Record Sheets: 3050 Upgrade Unabridged, Inner Sphere

    Over two hundred and fifty years ago, General Aleksandr Kerensky departed human-occupied space, taking three-quarters of the Star League Defense Force with him. They returned in 3050 as the Clans: a society dedicated to the highest warrior ideals and bent on conquering the Inner Sphere. With their OmniMechs and superior technology, they proved almost unstoppable until their defeat at Tukayyid and subsequent 15 year truce. The year is now 3071, and the Jihad rages. Inner Sphere ‘Mechs, hastily upgraded with field modifications to counter the Clans, continue to prove their worth. Notable pilots rise to become heroes as new, time tested variants—sporting weapons right out of R&D labs—make their presence known.

    Record Sheets: 3050 Upgrade Unabridged, Inner Sphere offers players the record sheets for all the Inner Sphere BattleMechs detailed in Technical Readout: 3050 Upgrade, over 250 in total, many variants making their debut here.

    The Clan and Star League designs can be found in Record Sheets: 3050 Upgrades Unabridged, Clan and Star League.

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    Record Sheets: 3050 Upgrade Unabridged, Clan & Star League

    Over two hundred and fifty years ago, General Aleksandr Kerensky departed human-occupied space, taking three-quarters of the Star League Defense Force with him. They returned in 3050 as the Clans: a society dedicated to the highest warrior ideals and bent on conquering the Inner Sphere. With their OmniMechs and superior technology, they proved almost unstoppable until their defeat at Tukayyid and subsequent 15 year truce. The year is now 3071, and the Jihad rages. Notable pilots rise to become heroes as new, time tested variants—sporting weapons right out of R&D labs—make their presence known. And over it all, Clan OmniMechs continue to prove they are still the cutting edge of technology.

    Record Sheets: 3050 Upgrades Unabridged, Clan & Star League offers players the record sheets for all the Clan OmniMechs and Star League Vehicles, BattleMechs and aerospace fighters detailed in Technical Readout: 3050 Upgrade, over 350 in total, many variants making their debut here.

    The Inner Sphere designs can be found in Record Sheets: 3050 Upgrades Unabridged, Inner Sphere.

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    Record Sheets: 3055 Upgrade Unabridged

    In 3055, a new breed of Inner Sphere BattleMech started rolling off assembly lines–‘Mechs specifically designed to counter the Clan invasion–at the same time that second-line Clan ’Mechs began to appear. Now, twelve years later, those designs have become a staple of the modern battlefield, giving rise to notable MechWarriors and new variants.

    Record Sheets: 3055 Upgrade Unabridged offers players the record sheets for all BattleMechs detailed in Technical Readout: 3055 Upgrade, over 350 in total. This includes all Solaris VII ‘Mechs and their variants.

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    Record Sheets: 3058 Upgrade Unabridged, Clan

    In the 3050s, the discoveries of long-buried Star League records led to a plethora of new cutting-edge BattleMech and combat vehicles designs by the end of that decade, resurrected from the blueprints of design firms centuries old. At the same time, the Clans introduction of battle armor spurned the Inner Sphere to introduce a plethora of powered infantry designs. Now, ten years later, these designs have moved from novelty to workhorse, giving rise to notable MechWarriors, crews and troopers.

    Record Sheets: 3058 Upgrade, Clan ‘Mechs, Star League Units and Battle Armor offers players the record sheets for all the Clan ‘Mechs, Star League units and battle armor detailed in Technical Readout: 3058 Upgrade, over 270 in total, many variants making their debut here.

    The Inner Sphere ‘Mechs and vehicle designs can be found in Record Sheets: 3058 Upgrade Unabridged, Inner Sphere ‘Mechs and Vehicles.

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    Record Sheets: 3058 Upgrade Unabridged, Inner Sphere

    In the 3050s, the discoveries of long-buried Star League records led to a plethora of new cutting-edge BattleMech and combat vehicles designs by the end of that decade, resurrected from the blueprints of design firms centuries old. At the same time, the Clans introduction of battle armor spurned the Inner Sphere to introduce a plethora of powered infantry designs. Now, ten years later, these designs have moved from novelty to workhorse, giving rise to notable MechWarriors, crews and troopers.

    Record Sheets: 3058 Upgrade, Inner Sphere ‘Mechs and Vehicles offers players the record sheets for all the Inner Sphere ‘Mechs and Combat Vehicles detailed in Technical Readout: 3058 Upgrade, over 290 in total, many variants making their debut here.

    The Clan ‘Mechs, Star League units and battle armor designs can be found in Record Sheets: 3058 Upgrade Unabridged, Clan ‘Mechs, Star League Units and Battle Armor.

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    Record Sheets: 3060 Unabridged

    With the Truce of Tukayyid failing, the Inner Sphere seeks to end the Clan threat once and for all by destroying one entire Clan. To accomplish this goal, new ‘Mechs mounting innovative weapon systems and new armored infantry designs are rolling off Inner Sphere production lines. The Clans are also developing new weapons for their war with the Inner Sphere, including the ProtoMech: a swift and deadly half-size ‘Mech.

    Record Sheets: 3060 Unabridged offers players the record sheets for all BattleMechs, Combat Vehicles and ProtoMechs detailed in Technical Readout: 3060. Additionally, numerous never-before-seen variants are included, mounting the latest Standard and Advanced Rules weapons and technology from Total Warfare and Tactical Operations.

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    Record Sheets: 3067 Unabridged

    In the savage FedCom Civil War that rocked the Lyran Alliance and the Federated Commonwealth for the past five years, new machines of war have been rapidly tested and put in the field to help turn the tide of battle in each faction’s favor.The Clans and other Houes have also been busy, as the internal and external conflicts drive the rapid deployment of new military hardware.

    Record Sheets: 3067 Unabridged offers players the record sheets for all BattleMechs, Combat Vehicles and aerospace fighters detailed in BattleTech Technical Readout: 3067. Additionally, numerous never-before-seen variants are included, mounting the latest Standard and Advanced Rules weapons and technology from Total Warfare and Tactical Operations.

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    RS: 3075 Unabridged — Cutting Edge

    In 3067 the Second Star League disbanded. The Word of Blake, on the verge of joining in fulfillment of prophecies, acted in rage and launched the Jihad, pitting every faction against each other and even themselves. Against such an anvil, new cutting edge machines of war emerged. The discovery of an ancient Hegemony Memory Core graphically showcases the desperation of the conflict, as primitive ’Mechs not seen on a battlefield in half a millennia once again appear.

    BattleTech Record Sheets: 3075 Unabridged — The Cutting Edge offers players the record sheets for all the ’Mechs detailed in the corresponding section of Technical Readout: 3075, nearly 300 in total, many variants making their debut here.

    NOTE: The designs from the Age of War section of Technical Readout: 3075 can be found in BattleTech Record Sheets: 3075 Unabridged — Age of War.

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    RS: 3075 Unabridged — Age of War

    In 3067 the Second Star League disbanded. The Word of Blake, on the verge of joining in fulfillment of prophecies, acted in rage and launched the Jihad, pitting every faction against each other and even themselves. Against such an anvil, new cutting edge machines of war emerged. The discovery of an ancient Hegemony Memory Core graphically showcases the desperation of the conflict, as primitive ’Mechs not seen on a battlefield in half a millennia once again appear.

    BattleTech Record Sheets: 3075 Unabridged — Age of War offers players the record sheets for all the ’Mechs detailed in the corresponding section of Technical Readout: 3075, over 200 in total, many variants making their debut here.

    NOTE: This PDF does not contain record sheets for JumpShips and WarShips; pre-filled record sheets for these unit types from Technical Readout: 3075 will be added in the future. The designs from the Cutting Edge section of Technical Readout: 3075 can be found in BattleTech Record Sheets: 3075 Unabridged — The Cutting Edge.

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    Record Sheets: 3085 Unabridged — Cutting Edge

    In December 3076, Devlin Stone marshaled the nations of the Inner Sphere and began Operation SCOUR. The two-year final push to Terra was the bloodiest fighting seen in centuries. In the end, Terra had been freed with the Word of Blake scattered to the darkest corners of the universe. Stepping into that vacuum, Stone forged a new “Terran Hegemony” in The Republic of the Sphere. With the end of the Jihad, the survivors are rebuilding their shattered armies, introducing new machines to replace those whose factories ceased to exist in the fires of the Jihad.

    Record Sheets: 3085 Unabridged — The Cutting Edge offers players the record sheets for all the ’Mechs, infantry, Combat Vehicles and LAMs detailed in the corresponding section of Technical Readout: 3085, over 300 in total, many variants making their debut here. It also contains record sheets for the units appearing in Technical Readout: 3085 Supplemental.

    The ’Mech, Combat Vehicle and Battle Armor designs from the Old is the New New section of Technical Readout: 3085 can be found in Record Sheets: 3085 Unabridged — Old is the New New.

    The ’Mech designs from the Project Phoenix section of Technical Readout: 3085 can be found in Record Sheets: 3085 Unabridged — Project Phoenix.

    Master Unit List
    MUL sorted by Technical Readout: 3085 units.

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    Record Sheets: 3085 Unabridged — Project Phoenix

    In December 3076, Devlin Stone marshaled the nations of the Inner Sphere and began Operation SCOUR. The two-year final push to Terra was the bloodiest fighting seen in centuries. In the end, Terra had been freed with the Word of Blake scattered to the darkest corners of the universe. Stepping into that vacuum, Stone forged a new “Terran Hegemony” in The Republic of the Sphere. With the end of the Jihad, the survivors are rebuilding their shattered armies, introducing new machines to replace those whose factories ceased to exist in the fires of the Jihad.

    Record Sheets: 3085 Unabridged — Project Phoenix offers players the record sheets for all the ’Mechs detailed in the corresponding section of Technical Readout: 3085, nearly 300 in total, many variants making their debut here.

    The ’Mech, Combat Vehicle and Battle Armor designs from the Cutting Edge section of Technical Readout: 3085 can be found in Record Sheets: 3085 Unabridged — The Cutting Edge.

    The ’Mech, Combat Vehicle and Battle Armor designs from the Old is the New New section of Technical Readout: 3085 can be found in Record Sheets: 3085 Unabridged — Old is the New New.

    Master Unit List
    MUL sorted by Technical Readout: 3085 units.

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    Record Sheets: 3085 Unabridged — Old is the New New

    In December 3076, Devlin Stone marshaled the nations of the Inner Sphere and began Operation SCOUR. The two-year final push to Terra was the bloodiest fighting seen in centuries. In the end, Terra had been freed with the Word of Blake scattered to the darkest corners of the universe. Stepping into that vacuum, Stone forged a new “Terran Hegemony” in The Republic of the Sphere. With the end of the Jihad, the survivors are rebuilding their shattered armies, introducing new machines to replace those whose factories ceased to exist in the fires of the Jihad.

    Record Sheets: 3085 Unabridged — Old is the New New offers players the record sheets for all the ’Mechs detailed in the corresponding section of Technical Readout: 3085, many variants making their debut here.

    The ’Mech, Combat Vehicle and Battle Armor designs from the Cutting Edge section of Technical Readout: 3085 can be found in Record Sheets: 3085 Unabridged — The Cutting Edge.

    The ’Mech, Combat Vehicle and Battle Armor designs from the Project Phoenix section of Technical Readout: 3085 can be found in Record Sheets: 3085 Unabridged — Project Phoenix.

    Master Unit List
    MUL sorted by Technical Readout: 3085 units.

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    Record Sheets: Operation Klondike

    In the wake of the Star League’s collapse, Aleksandr Kerensky led the bulk of the SLDF into deep space to escape the inevitable Succession Wars. But war soon came to the “Star League in Exile” anyway, prompting General Kerensky’s son Nicholas to form a new society, based on the principles of honor and strength. Fifteen years later, the newborn Clans were unleashed against those who abandoned Kerensky’s vision.

    Record Sheets: Operation Klondike is a companion volume to Historical: Operation Klondike, including more than 80 pre-filled record sheets of vehicles, ‘Mechs and aerospace fighters mentioned in the Rules section of that sourcebook.

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    Quick-Strike: Technical Readout: 3039 Unit Cards

    Tools for the Quick-Strike Commander

    The year is 3039, and mankind is at war. At the pinnacle of military technology is an avatar of armor and weapons: the BattleMech. On the battlefields of a thousand worlds, the warlords who reign supreme fight to reclaim the mantle of the fallen Star League in the name of their House and their honor.

    Quick-Strike: Technical Readout: 3039 Unit Cards provides players with the means to create easy-to-handle-and-store data cards featuring all the vehicles, BattleMechs and fighter designs from Technical Readout: 3039. Each card includes the ‘Mech’s image, manufacturing data, and gameplay stats for use in BattleTech miniature wargames using the Quick-Strike Rules set found in Strategic Operations, or can be used as reference cards for games using the BattleForce rules set found in the same core rulebook.

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    Quick-Strike: Technical Readout: 3050 Unit Cards

    Tools for the Quick-Strike Commander

    The year is 3050, and mankind is at war. At the pinnacle of military technology is an avatar of armor and weapons: the BattleMech. From the Deep Periphery comes a new and powerful invader: the Clans!

    Quick-Strike: Technical Readout: 3050 Unit Cards provides players with the means to create easy-to-handle-and-store data cards featuring all the vehicles, BattleMechs and fighter designs from Technical Readout: 3050. Each card includes the ‘Mech’s image and gameplay stats for use in BattleTech miniature wargames using the Quick-Strike Rules set found in Strategic Operations, or can be used as reference cards for games using the BattleForce rules set found in the same core rulebook.

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    Quick-Strike: Technical Readout: 3055 Unit Cards

    Tools for the Quick-Strike Commander

    Quick-Strike: Technical Readout: 3055 Unit Cards provides players with easy-to-handle-and-store data cards featuring ‘Mech and Omnifighter designs from Technical Readout: 3055. Each card includes the unit’s image and gameplay stats for use in BattleTech miniature wargames using the Quick-Strike Rules set found in Strategic Operations, or can be used as reference cards for games using the BattleForce rules set found in the same core rulebook.

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    Quick-Strike: Technical Readout: 3060 Unit Cards

    Tools for the Quick-Strike Commander

    Quick-Strike: Technical Readout: 3060 Unit Cards provides players with easy-to-handle-and-store data cards featuring all the vehicles, BattleMechs and ProtoMech designs from Technical Readout: 3060. Each card includes the ‘Mech’s image and gameplay stats for use in BattleTech miniature wargames using the Quick-Strike Rules set found in Strategic Operations, or can be used as reference cards for games using the BattleForce rules set found in the same core rulebook.

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    Experimental Technical Readout: Periphery

    Peripheral Developments

    For many of the major realms in the Periphery, the Jihad was just as devastating as it was to the Great Houses and Clans of the Inner Sphere. But as the tide began to turn against the Word of Blake, the fanatics withdrew from most of these fringe worlds first, leaving behind technology and techniques that further fanned the flames of technological recovery. Scrambling to rebuild, the industries of the Periphery have almost reached technological parity with the larger Inner Sphere states, and new weapons and techniques are appearing even among these disparate, often-overlooked realms.

    Experimental Technical Readout: PeripheryTactical Operations—have yet 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 units, and battle armor designs presented in this book, ready for play in advanced BattleTech games.

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    Operational Turning Points: Falcon Incursion

    Into the Alliance!

    Reeling from their war with Clan Wolf, the Crusaders of Clan Jade Falcon were spoiling for action against a worthy foe. Khan Marthe Pryde seized the opportunity to test both her fledgling warriors and the strength of the newly formed Lyran Alliance. The Falcon march to Coventry would bear a fruit that no one could have anticipated, ultimately setting the stage for the end of the Clan invasion itself.

    Operational Turning Points: Falcon Incursion details the events of the Jade Falcon strike into the Lyran Alliance, opening up the battle for players to join in the fight using the successful Turning Points PDF-exclusive format. Return to the campaign that sparked the rebirth of the long-held dream of the Star League.

    This campaign series uses the Chaos Campaign rules and gives players the option of fighting individual Missions and Touchpoints, following a campaign arc, and inserting it into their own campaigns. This PDF exclusive includes detailed information on the worlds involved, a rundown of the forces involved in the conflict, an overview of the historical campaign, and several tools and tracks that players can use to run historical characters and battles from this time period. Only the players’ imaginations are the limits.

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    Operational Turning Points: Red Corsair


    In 3055, an unknown pirate menace threatened several Lyran border worlds. Known only as the “Red Corsair,” this brutal pirate leader broke several militias and preyed upon its victims with no mercy. In response to ComStar’s pleadings, forces from Clan Wolf and the famed mercenary Kell Hounds pursued the mysterious pirate band across several Lyran worlds to a climactic showdown deep in Clan Wolf space.

    Operational Turning Points: Red Corsair opens up the battle for players to join in the fight (as detailed in Michael Stackpole’s novel Natural Selection) using the successful Turning Points PDF exclusive format. Return to a time when tensions were high along the Lyran-Falcon border, and one wrong move might spark another interstellar war!

    This campaign series uses the Chaos Campaign rulesand gives players the option of fighting individual Missions and Touchpoints, following a campaign arc, and inserting it into their own campaigns. This PDF exclusive includes detailed information on several of the worlds affected by the Red Corsair, a rundown of the forces involved in the conflict, an overview of the historical campaign, and several tools and tracks that players can use to run historical characters and battles from this time period. Only the players’ imaginations are the limits.

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    Historical Turning Points: Antallos

    Rendered mostly barren through centuries of warfare, the world of Antallos is dotted with death zones, long-lost treasure troves of Star League technology, and city-states that once vied for rulership. The rise of Vance Rezak and his Band of the Damned stabilized the ancient pirate haven, creating a power base of terror along the Combine and Alliance borders.

    Then came Clan Snow Raven. Their arrival sparked a war that pitted the recently-arrived Clan against dug-in pirates and their new Word of Blake allies. Short and brutal, the conflict forever altered the balance of power in the Periphery.

    Historical Turning Points: Antallos looks at the pivotal conflict that removed an ancient pirate haven and ushered the Ravens to the Inner Sphere. Return to BattleTech’s recent past, where pirates and Blakists fought together to keep a Clan from perching along the Inner Sphere’s quietest border.

    This campaign series uses the Chaos Campaign rules and gives players the option of fighting individual battles, following a campaign arc, or inserting it into their own campaigns. This PDF exclusive includes a detailed map of the planet of Antallos, a rundown of the forces involved in the conflict, and several tracks that players can use to recreate the entire violent conflict on Antallos. Only the players’ imaginations are the limits.

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    Historical Turning Points: Luzerne

    Never really considered a major blip in the newly-created Second Star Leagues’ plan, Luzerne—through simple chance—became listed in the history books as one of the longest and desperate campaigns during Operation BULLDOG. The former Combine system became the defining moment for Clan Smoke Jaguar on the eve of their demise. Battered and beaten, the Clan fought tooth and nail to hold on to Luzerne even as the remains of their Occupation Zone fell in tatters.

    Historical Turning Points: Luzerne looks at the pivotal battle that defined the Second Star League’s Operation BULLDOG and spelled the end of the most vicious Clans occupying the Inner Sphere. Return to BattleTech’s recent past, when the Inner Sphere’s newly-united realms embarked on their own crusade to rid themselves of Clan Smoke Jaguar.

    This campaign series uses the Chaos Campaign rules and gives players the option of fighting individual battles, following a campaign arc, or inserting it into their own campaigns. This PDF exclusive includes a detailed map of the planet of Luzerne, a rundown of the forces involved in the conflict, and several tracks that players can use to run simple lance-on-Star battles or recreate the entire gamut of Operations BIRDDOG and BULLDOG on Luzerne. Only the players’ imaginations are the limits.

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    Historical Turning Points: Mallory’s World


    In the waning years of the Third Succession War, Takashi Kurita moved to take Mallory’s World from House Davion’s Federated Suns. Taking advantage of Davion’s preparations elsewhere, the Coordinator dispatched several regiments only to be thwarted by First Prince Ian Davion. Though the First Prince met his death at the hands of Yorinaga Kurita, the DCMS ultimately failed the Coordinator.

    Three years later, House Kurita tried again. In one of the most legendary battles in BattleTech history, Yorinaga Kurita faced mercenary commander Morgan Kell. When it was over, a deadly rivalry had been born that would shape the destinies of men and nations.

    Historical Turning Points: Mallory’s World takes events from the Third Succession War and expands them using the phenomenally successful Turning Points PDF exclusive format. Return to an earlier time in BattleTech history, when centuries of Succession Wars have honed an animosity to a razor’s edge between the Great Houses of Davion and Kurita!

    This campaign series uses the Chaos Campaign rules and gives players the option of fighting individual battles, following a campaign arc, inserting it into their own campaigns and even create their own scenarios. This PDF exclusive includes a detailed map of the planet of Mallory’s World, a rundown of the forces involved in the conflict, and several tracks that players can use to run simple lance-on-lance battles, or stage up to a world-wide invasion. Only the players’ imaginations are the limits.

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    Historical Turning Points: Glengarry


    The assassination of Archon Melissa Steiner-Davion in 3055 sent shockwaves throughout the Federated Commonwealth. In the secessionist Isle of Skye, it lit the fires of rebellion once again. The Free Skye Separatist movement brought things to a boil in April 3056 on the insignificant world of Glengarry. Only one obstacle stood in their way: the venerable Gray Death Legion mercenary command.

    With the bulk of the vaunted mercenaries stationed elsewhere, the Skye Separatists believed the planet Glengarry would fall quickly. The cadets and reserve units of the Gray Death Legion, under the command of Alexander Carlyle, son of their decorated leader Grayson Carlyle, had a different opinion. What followed was a savage guerilla war, with the fate of Glengarry and the entire Isle of Skye region hanging in the balance…

    Historical Turning Points: Glengarry extracts the details from the classic Gray Death Legion scenario book Day of Heroes and the novel Blood of Heroes and represents it in the phenomenally successful Jihad Turning Points PDF exclusive format. Return to an earlier time in BattleTech history, when rumors of rebellion and strife threaten to tear apart the fabric of the mighty Federated Commonwealth!

    This campaign series uses the Chaos Campaign rules and gives players the option of fighting individual battles, following a campaign arc, inserting it into their own campaigns and even create their own scenarios. This PDF exclusive includes a detailed map of the world of Glengarry, a run down of the forces involved in the conflict, and several tracks that players can use to run simple lance-on-lance battles, or stage up to a world-wide invasion. Only the players’ imaginations are the limits.

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    Historical Turning Points: Misery


    Wolfs’ Dragoons, one of the Inner Sphere’s most enigmatic mercenary units in the early thirty-first century. The Draconis Combine Mustered Soldiery, one of the most honorable and ruthless military forces among the Great Houses. On the tiny planet of Misery, the culmination of political plotting, jealousy, and fanaticism played itself out to a bloody, exhaustive end.

    The extension of the stubborn wills of Jaime Wolf and Takashi Kurita, Misery became a bloody milestone in the history of the Dragoons and a shocking embarrassment to the Dragon’s throne. Forever after, Misery became synonymous to both forces as a symbol of pain, dishonor, and unshakable devotion.

    Historical Turning Points: Misery returns to an earlier time in BattleTech history, when the mysterious Dragoons were manipulated into a life-or-death battle by the jealousy of a Kuritan warlord, and nearly paid the ultimate price just to survive.

    This campaign series uses the Chaos Campaign rules and gives players the option of fighting individual battles, following a campaign arc, inserting it into their own campaigns and even create their own scenarios. This PDF exclusive includes a detailed map of the world of Misery, a run down of the forces involved in the conflict, and several tracks that players can use to run simple lance-on-lance battles, or stage the complete, desperate battle for survival. Only the players’ imaginations are the limits.

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    Historical Turning Points: Galtor

    A Star League Prize!

    Several years before titanic events erupted into the Fourth Succession War, the last significant battle of the Third Succession War took place in 3025, on the sleepy, border world of Galtor.

    Hanse Davion, Prince of the Federated Suns, attempted to regain control of the stalemate along his border with House Kurita by leaking the existence of a fake hidden Star League cache on Galtor. Once the Dragon took the bait, House Davion forces would spring their trap. Yet when a real Star League cache is found, all bets are off and Davion forces are fighting for their lives, while attempting to secure the ancient ruins that could hold ancient treasures!

    Historical Turning Points: Galtor extracts the sourcebook details from the classic Galtor Campaign scenario book and represents it in the phenomenally successful Jihad Turning Points PDF exclusive format. Return to an earlier time in BattleTech history, when centuries of Succession Wars have honed an animosity to a razor’s edge between the Great Houses of Davion and Kurita! This campaign series uses the Chaos Campaign rules and gives players the option of fighting individual battles, following a campaign arc, inserting it into their own campaigns and even create their own scenarios. This PDF exclusive includes a detailed map of the world of Galtor, a run down of the forces involved in the conflict, and several tracks that players can use to run simple lance-on-lance battles, or stage up to a world-wide invasion. Only the players’ imaginations are the limits.

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    Jihad Turning Points: Hesperus II

    One of the most important manufacturing worlds in the Inner Sphere, Hesperus II was a primary objective of the Word of Blake’s Operation STEEL HAMMER. The plan was designed to disrupt the Lyran Alliance’s economic and industrial base. Long before attempting to seize Hesperus II, the Word concocted a lengthy invasion plan to weaken Lyran defenses. The Blakists aimed to succeed where other invaders had failed.

    Jihad Turning Points: Hesperus II fleshes out all the details of the conflict surrounding this pivotal world published in various Jihad Plot Sourcebooks. Additionally, players can join one of the myriad of units fighting for ultimate control of one of the Inner Sphere’s best-known factory worlds.

    This campaign series uses the Chaos Campaign rules and gives players the option of fighting individual battles, following a campaign arc, inserting it into their own campaigns, and even creating their own scenarios with optional rules to give their games a “Hesperan flavor.” This PDF-exclusive book includes a detailed map of Hesperus II, a comprehensive list of the forces involved on Hesperus II during its brief occupation, and several Tracks for players can use to run simple lance-on-lance battles or stage a complete world-wide invasion. The only limit is the players’ imagination.

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    Jihad Turning Points: Dieron


    Dieron. Prefecture capital, District headquarters, a lynchpin resource and industrial world for the mighty Draconis Combine.

    One of the Word of Blake’s major successes at the onset of the Jihad, they would not let go of Dieron without a fight.

    Jihad Turning Points: Dieron fleshes out all the details of the conflict surrounding this pivotal world published in various Jihad a href=”http://bg.battletech.com/?page_id=498″ target=”_blank”>Plot Sourcebooks. Additionally, players can join one of the myriad of units fighting for ultimate control of one of the Dragon’s precious resource worlds. The Word of Blake has turned the world into a major stumbling block, centered around the ancient and massive Fortress Dieron.

    This campaign series uses the Chaos Campaign rules and gives players the option of fighting individual battles, following a campaign arc, inserting it into their own campaigns and even creating their own scenarios with optional rules to give their games a “Dieronese flavor.” This PDF-exclusive book includes a detailed map of Dieron, a comprehensive list of the forces involved on Dieron during its nine-year occupation, and several Tracks for players can use to run simple lance-on-lance battles or stage a complete world-wide invasion. The only limit is the players’ imagination.

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    Jihad Turning Points: Atreus

    ATREUS CAST DOWN

    Despite centuries of unrest, the Free Worlds League (formed in 2271) is the oldest of all the Great Houses. Its capital, Atreus, colonized during humankind’s initial exodus to the stars, is held as the ideal of the democracy prized by the people of the League.

    Then came the Jihad.

    Jihad Turning Points: Atreus fleshes out the details of the conflict surrounding this pivotal world published in various Jihad Plot Sourcebooks. Additionally, players can join one of the myriad of forces fighting for control—and survival—of the Free Worlds League’s capital world.

    This campaign series uses the Chaos Campaign rules and gives players the option of fighting individual battles, following a campaign arc, inserting it into their own campaigns and even create their own scenarios with optional rules to give their games a “Atreus flavor.” The ebook includes a detailed map of the world of Atreus, a run down of the forces involved in the conflict, and several tracks that players can use to run simple lance-on-lance battles, or stage up to a world-wide invasion. Only the players’ imaginations are the limits.

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    Jihad Turning Points: Sian

    SIAN ABLAZE!

    The most important world in the Capellan Confederation, the verdant and serene capital has been the seat of the Chancellor’s power for centuries.

    Then came the Jihad. And more damaging, the betrayal of one of Liao’s own blood.

    Jihad Turning Points: Sian fleshes out the details of the conflicts that swirl across this pivotal world published in various Jihad Plot Sourcebooks. Additionally, players can join one of the myriad of forces fighting for control—and survival—of the center of House Liao’s heart and soul.

    This campaign series uses the Chaos Campaign rules and gives players the option of fighting individual battles, following a campaign arc, inserting it into their own campaigns and even create their own scenarios with optional rules to give their games a “Sian flavor.” The ebook includes a detailed map of the world of Sian, a run down of the forces involved in the conflict, and several tracks that players can use to run simple lance-on-lance battles, or stage up to a world-wide invasion. Only the players’ imaginations are the limits.

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    Jihad Turning Points: Tharkad

    THARKAD ABLAZE

    Seat of power for the Lyran people since 2407, the frozen shores of Tharkad have sparkled with the might of the merchant princes of House Steiner for centuries.

    Then came the Jihad.

    Jihad Turning Points: Tharkad fleshes out the details of the conflict surrounding this pivotal world published in various Jihad Plot Sourcebooks. Additionally, players can join one of the myriad of forces fighting for control—and survival—of House Steiner’s seat of power.

    This campaign series uses the Chaos Campaign rules and gives players the option of fighting individual battles, following a campaign arc, inserting it into their own campaigns and even create their own scenarios with optional rules to give their games a “Tharkad flavor.” The ebook includes a detailed map of the world of Tharkad, a run down of the forces involved in the conflict, and several tracks that players can use to run simple lance-on-lance battles, or stage up to a world-wide invasion. Only the players’ imaginations are the limits.

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    Jihad Turning Points: New Avalon

    AVALON DARKENED

    In 2796 New Avalon almost fell to the ravening Draconis Combine. Yet House Davion rebounded, becoming one of the most powerful of Houses. Since then Avalon City and the capital of the Federated Suns have stood as a beacon of hope for all mankind.

    Then came the Jihad.

    Jihad Turning Points: New Avalon fleshes out the details of the conflict surrounding this pivotal world published in various Jihad Plot Sourcebooks. Additionally, players can join one of the myriad of forces fighting for control—and survival—of the Federated Sun’s capital world.

    This new campaign series uses the Chaos Campaign rules and gives players the option of fighting individual battles, following a campaign arc, inserting it into their own campaigns and even create their own scenarios with optional rules to give their games a “New Avalon flavor.” The ebook includes a detailed map of the world of New Avalon, a run down of the forces involved in the conflict, and several tracks that players can use to run simple lance-on-lance battles, or stage up to a world-wide invasion. Only the players’ imaginations are the limits.

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    Jihad Turning Points: Luthien

    THE BLACK PEARL UNDER SIEGE

    Luthien. The Black Pearl. Jewel of the Dragon. The center of the Draconis Combine, Luthien had never been conquered by an enemy in over four centuries.

    Then came the Jihad.

    Jihad Turning Points: Luthien fleshes out the details of the conflict surrounding this pivotal world published in various Jihad Plot Sourcebooks. Additionally, players can join one of the myriad of units fighting for control—and survival—of the Combine’s capital world. Enemies from within and without seek to cut off the Dragon’s head, while loyal samurai fight to save it.

    This new campaign series uses the Chaos Campaign rules and gives players the option of fighting individual battles, following a campaign arc, inserting it into their own campaigns and even create their own scenarios with optional rules to give their games a “Luthien flavor.” The ebook includes a detailed map of the world of Luthien, a run down of the forces involved in the conflict, and several tracks that players can use to run simple lance-on-lance battles, or stage up to a world-wide invasion. Only the players’ imaginations are the limits.

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    Dark Age Turning Points: Liao

    Free Liao!

    When The Republic of the Sphere was founded by Devlin Stone after the Word of Blake Jihad, Sun-Tzu Liao was forced to give up many of his worlds to the new nation. Several times in the following decades the Capellan Confederation tried and failed to reclaim those worlds, including the ancestral homeworld of Liao.

    But Sun-Tzu’s son, Daoshen, is crafty and patient.

    In the wake of the devastating collapse of the hyperpulse generator network, The Republic is beset on all sides and Daoshen sees his chance. Taking advantage of a student uprising and unrest against The Republic, Daoshen’s secret agitators and devoted troops will try one more time to avenge the dishonor of losing Liao. And this time, they will know victory!

    Dark Age Turning Points: Liao uses Chaos Campaign rules and gives players the option of fighting individual battles, following a campaign arc, inserting it into their own campaigns and even create their own scenarios with optional rules to give their games a “Liao flavor.” The ebook includes a detailed map of the world of Liao, a run down of the forces involved in the conflict, and several tracks that players can use to run simple lance-on-lance battles, or stage up to a world-wide invasion. Only the players’ imaginations are the limits.

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    Dark Age Turning Points: Vega

    For the planet Vega, the collapse of the hyperpulse generator network signaled the beginning of four years of chaos. Beset by terrorists, foreign invaders and the shattering of the planetary militia in a devastating civil war, the world descended into a seemingly endless spiral of death and destruction. Ruthless warlords divided the land and fought amongst themselves to claim what little remained of the old Vega. With the Republic suffering its own troubles, there was scant hope of relief from any outside force.

    And then the Bears came.

    Enacting contingency plans created decades earlier, the Rasalhague Dominion sends its forces to stabilize several worlds of the Republic. But their reception is anything but warm and the Clanners will have to face local resistance and malicious outside influences to save Vega from itself. Isis Bekker and her Raging Bears are up for the task, but will they have the strength and the time to see it through?

    Dark Age Turning Points: Vega uses Chaos Campaign rules and gives players the option of fighting individual battles, following a campaign arc, inserting it into their own campaigns and even creating their own scenarios with optional rules to give their games a “Vega flavor.” The ebook includes a detailed map of the world of Vega, a run down of the forces involved in the conflict, and several tracks that players can use to run simple lance-on-lance battles, or stage up to a world-wide invasion. Only the players’ imaginations are the limits.

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    Experimental Technical Readout: The Clans

    Beyond the Cutting Edge

    The fires of the Jihad have savaged the collective military-industrial complexes of the Inner Sphere, touching even the occupation zones claimed by the heirs of Kerensky. Almost simultaneously, chaos has erupted at home, a conflagration that has ultimately cut the invaders off from their distant homelands. Severed from their roots, and stranded among the hordes of “barbarian” Houses, the Clans must push their technological capabilities to their limit and evolve—or perish with the weak as war rages on across the universe.

    Experimental Technical Readout: The Clans samples a number of new designs being produced by the various Clan powers who now call the Inner Sphere home. Infusing a new wave of advanced Clan technology—first introduced in Tactical Operations—into the older models at their disposal, most of the designs featured in this book incorporate a mix of modern technologies and design standards the likes of which the Inner Sphere has yet to face in open battle. Statistics and Record Sheets are included for 13 new experimental BattleMechs, ProtoMechs, vehicles, aerospace fighters, and battle armor are presented in this book, ready for play in advanced BattleTech games.

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    Experimental Technical Readout: RetroTech

    Desperate Measures, Cut-Rate Prices

    The fires of the Jihad have crippled the collective military-industrial complexes of the Inner Sphere, sparking a desperate call for equipment—any equipment—to replace combat losses. While the factories of the Successor States and the Periphery struggle to recover, a wave of second-grade manufacturers, relying on older, outdated methods, have rushed to take up some of the slack by bringing back venerable designs not seen since before the first Star League. Still others have taken to offering armed support units to fill in the gaps, ’Mechs and vehicles that, while not up to the late thirty-first century cutting edge, can still bring lethal force to bear in a pinch.

    Experimental Technical Readout: RetroTech samples a number of new designs that have begun to emerge from secondary manufacturers across the war-torn Inner Sphere. Representing modern manufacturing with older techniques, most of the designs featured in this book incorporate a mix of modern technologies—first described in Tactical Operations—and older design standards. Many are rushed into service for their desperate consumers. Statistics and Record Sheets are included for 13 new experimental BattleMechs, vehicles, and aerospace units presented in this book, ready for play in advanced BattleTech games.

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    Experimental Tech Readout: Primitives, Volume 1

    Ancient Wonders

    Before there was even a Star League, the technologies taken for granted in the thirty-first century went through their awkward paces in a universe newly opened to humankind. In an age when the BattleMech was nearly unknown, when the DropShip was a new concept, and when tanks and fighters dominated the battle zones, the technology of the day was primitive by modern standards…and each new design with an experiment unto itself.

    Experimental Tech Readout: Primitives, Volume 1 samples the early technology designs that dominated the universe of BattleTech during the pre-Star League Age of War period. Each design featured in this book demonstrates the primitive technology level of the first generation of BattleMechs, the last generation of Combat Vehicles (before the ’Mech supplanted them), and the low-tech aerospace units that flew above them. Although many were ultimately upgraded to “modern standards” and shown in Technical Readout: 3075, the units featured here reflect these designs as they were when first introduced to the universe they fought for. Statistics and Record Sheets are included for 13 Primitive BattleMechs, vehicles, aerospace units presented in this book, ready for play in advanced BattleTech games.

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    Experimental Technical Readout: Steiner

    Steiner Know-How

    The devastating assaults of the Jihad have ravaged many of the factories that made House Steiner’s Lyran Alliance the epitome of industrial and commercial might. For the first time in centuries, Hesperus II was seized by a foreign power, and even the capitol world of Tharkad lived under the yoke of the Word of Blake. But now that the Word is in retreat, and the industrial giants of the Alliance are racing to rebuild, new weapons and techniques are coming into play. Employing technologies for the next generation, the engineers of House Steiner are determined to prepare their realm for wars yet to come.

    Experimental Technical Readout: Steiner samples the custom and prototype designs that have begun to turn up in testing labs and top-secret proving grounds of the war-torn Lyran Alliance. 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 winds toward its final conclusion. These technologies—first described in Tactical Operations—have yet 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 units, and battle armor designs presented in this book, ready for play in advanced BattleTech games.

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    Experimental Tech Readout: Marik

    Marik Resourcefulness

    Shattered in the Jihad and left in ruins, House Marik’s Free Worlds League has crumbled in the face of betrayal and deceit. Parliament is scattered, and alliances spanning generations have been broken. But even in death the dream of the Free Worlds lingers, and the economic and industrial might that once stood poised to usurp the powerhouse of House Steiner’s Lyran Alliance still churns out cutting-edge technologies for a new interstellar order. In factories and test sites deep within the borders of the sundered League, powerful new secret weapons, devised during the darkest days of the war against the Word of Blake, are making their debut to defend the shadow of their fallen motherlands.

    Experimental Technical Readout: Marik samples the custom and prototype designs that have begun to turn up in testing labs and top-secret proving grounds of the crumbling Free Worlds League. 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 winds toward its final conclusion. These technologies—first described in Tactical Operations—have yet 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 units, and battle armor designs presented in this book, ready for play in advanced BattleTech games.

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    Experimental Tech Readout: Liao

    Capellan Determination

    Assaulted by the Federated Suns, then betrayed by the Word of Blake, and shunned by virtually all others, House Liao’s Capellan Confederation stood against the Jihad alone. The Celestial Throne has been pummeled, and entire worlds lie in ruins. But the spirit of the people has never been stronger, and all across the defiant realm, research and development teams continue to hone the state’s technological edge. In factories and test sites deep within their borders, powerful new secret weapons are being forged to protect the Confederation against all of her enemies.

    Experimental Technical Readout: Liao samples the custom and prototype designs that have begun to turn up in testing labs and top-secret proving grounds of the Capellan Confederation. 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 continues. These technologies—first described in Tactical Operations—have yet 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 units, and battle armor designs presented in this book, ready for play in advanced BattleTech games.

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    Experimental Tech Readout: Kurita

    Kuritan Finesse

    Battered by the Jihad, but never broken, House Kurita’s Draconis Combine is crawling from the ashes of devastation. The Black Pearl lies in ruins, taking with it many of the Draconis Combine’s greatest innovations. But as the Dragon fights on, research and development teams across the realm have scrambled to recover the technological edge that helped House Kurita keep the Clans at bay for so long. In factories and test sites deep within their borders, they have developed powerful new secret weapons in the war against the Word of Blake—or anyone else who would bring the Combine low.

    Experimental Technical Readout: Kurita samples the custom and prototype designs that have begun to turn up in testing labs and top-secret proving grounds of the Draconis Combine. 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 continues. These technologies—first described in Tactical Operations—have yet 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 units, and battle armor designs presented in this book, ready for play in advanced BattleTech games.

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    Experimental Technical Readout: Davion

    Davion Ingenuity

    The Jihad has not been kind to the Federated Suns. The vaunted NAIS has been destroyed, and factories across the realm lie in ruins. But even without their bastion of high tech research, the research and development teams of House Davion have labored to push the envelope for military engineering. Drawing on the resources of the Federated Suns, they have devised powerful new secret weapons in the war against the Word of Blake—but is it too late to make a difference?

    Experimental Technical Readout: Davion samples the custom and prototype designs that have begun to turn up in testing labs and top-secret proving grounds of the Federated Suns. 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 continues. These technologies—first described in Tactical Operations—have yet 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 units, and battle armor designs presented in this book, ready for play in advanced BattleTech games.

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    Experimental Techical Readout: Boondocks

    Testing the Fringes

    No world has been left untouched by the Jihad. As the great states battle for survival against their fanatic enemies, the fringes have been left to their own devices, at risk for any number of plots by nearby opportunists and marauding brigands. While some interstellar companies have come to see these frontiers as a potential new customer base for defensive hardware, there are also many others on these “back woods” worlds who have called upon their own resourcefulness, to bring new weapons to bear in the war against eternal chaos.

    Experimental Technical Readout: Boondocks samples the custom and prototype designs that have begun to turn up on the lesser-known worlds of the BattleTech universe. 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 continues. These technologies—first described in Tactical Operations—have yet 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, and aerospace units presented in this book, ready for play in advanced BattleTech games.

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    Experimental Tech Readout: Corporations

    Corporate Review

    Mercenaries aren’t the only ones who see the profits in war. As the Word of Blake crumbles before the might of rallying Houses, the latest surge in military demand could ebb along with it. But there is always another conflict around the corner, and the interstellar arms conglomerates—from Defiance Industries and StarCorps to Imstar Aerospace and Wakazashi Enterprises—are all banking on the next surge in inevitable military spending with a plethora of new prototype war machines for the post-Jihad end-user…

    Experimental Techical Readout: Corporations samples the custom and prototype designs that are still going through their shakedown trials in the corporate research sites throughout the BattleTech universe. 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 thunders on. These technologies—first described in Tactical Operations—have yet to face their first actions in real combat, but each has been tailored for an eventual debut on battlefields yet to come. Statistics and Record Sheets are included for 13 new experimental BattleMechs, vehicles and aerospace units presented in this book, ready for play in advanced BattleTech games.

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    Experimental Tech Readout: Gladiators

    Let the Games Continue!

    Solaris VII, Noisiel, Westerhand, Astrokaszy—these are just a few of the so-called Game Worlds of the Inner Sphere. As the Word of Blake’s shadow of terror recedes from the worlds where warriors did battle for the little more than entertainment and profit, the arenas have once more come to life with the cheers of spectators and the clash of high-tech gladiators. Yet even as these modern champions wage wars in the controlled chaos of the dueling circuit, new technologies continue to advance. Eager stables and warriors employ the latest in prototype designs, seeking any edge they can find against their competitors.

    Experimental Tech Readout: Gladiators samples the custom designs that have appeared in the arenas of the BattleTech universe during the Jihad. 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 continues. These technologies—first described in Tactical Operations—now face their live-fire trials in the arenas of the various Game Worlds. Statistics and Record Sheets are included for 13 new experimental BattleMechs, vehicles, and battle armor units, ready for play in advanced BattleTech games.

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    Experimental Technical Readout: Pirates

    The Engineers’ Playground

    Thieves, rogues, outlaws, murderers, scum-these are the pirates of the Inner Sphere. For mankind’s worst element, the chaos of the Jihad is simply another opportunity to profit through force. The tools of the militaries they face are tough, but it doesn’t take an unlimited budget and the resources of a stellar empire to get creative-and stolen prototype weapons can kill just as well as anything off the shelf. Armed with the best tech they can lay their hands on, the cleverest pirates field experimental-grade BattleMechs, vehicles, and fighters that keep their enemies guessing!

    Experimental Technical Readout: Pirates samples the custom designs that have appeared in the BattleTech universe during the Jihad. Each design featured in this book incorporates some of the latest technologies developed by the realms of the Inner Sphere in their war against the Word of Blake, as first described in Tactical Operations-deployed now by the malcontents daring enough to steal them. Statistics and Record Sheets are included for 13 new experimental BattleMechs, vehicles, and fighters, ready for play in advanced BattleTech games.

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    Experimental Tech Readout: Mercs

    The Engineers’ Playground

    As the Inner Sphere reels from the devastating Jihad, factories have been shattered and supply lines strained. As the collective might of the Inner Sphere’s military industries rally to the cause, technicians plying the wreckage of a thousand battles across the war-ravaged realms scramble to piece together new weapons for the fight against the Word of Blake. Armed with prototype weapons and equipment rushed to the front lines, a new age of experimental BattleMechs, vehicles, and fighters dawns.

    Experimental Technical Readout: Mercs highlights a sample of the prototype designs that have begun testing in the BattleTech universe during the Jihad. Each design featured in this book incorporates some of the latest technologies to debut in the war against the Word of Blake, as first described in Tactical Operations. Statistics and Record Sheets are included for 13 new experimental BattleMechs, vehicles, and fighters, ready for play in advanced BattleTech games.

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    Field Report: Clans

    Strategic Analysis…

    Over ten years ago, as the second Star League died, the Word of Blake unleashed its wrath against the combined realms of the Inner Sphere and the Clans. Using every weapon in their arsenal, from strategic misdirection and the exposure of state secrets, to biological, nuclear, and chemical attacks, the Word’s war struck every power where it hurt most. Factories were razed, capitals fell, and loyalties were shattered.

    But eventually, the leaders of the Inner Sphere’s ancient warring factions recognized the true threat, and united behind a bold new freedom fighter to bring down the Word of Blake’s bastion of power: Terra. Though the war still rages on, and the Blakists’ Master yet lives, the followers of Devlin Stone know all too well that victory today may only pave the way for the wars of tomorrow.

    Field Report: Clans describes the state of the various Clan factions now based in the Inner Sphere following the events described in Jihad Hot Spots: Terra, including the overall military and logistical condition of the Clans that now claim many worlds and regions across of the war-ravaged Inner Sphere. Emerging from their own secret conflicts, battered by Word of Blake actions, and struggling to find their way in a hostile Sphere, far from their Homeworlds, these lost children of Kerensky now face a strange new era in the wake of one of mankind’s most savage wars…

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    Field Report: Periphery

    Strategic Analysis…

    Over ten years ago, as the second Star League died, the Word of Blake unleashed its wrath against the combined realms of the Inner Sphere and the Clans. Using every weapon in their arsenal, from strategic misdirection and the exposure of state secrets, to biological, nuclear, and chemical attacks, the Word’s war struck every power where it hurt most. Factories were razed, capitals fell, and loyalties were shattered.

    But eventually, the leaders of the Inner Sphere’s ancient warring factions recognized the true threat, and united behind a bold new freedom fighter to bring down the Word of Blake’s bastion of power: Terra. Though the war still rages on, and the Blakists’ Master yet lives, the followers of Devlin Stone know all too well that victory today may only pave the way for the wars of tomorrow.

    Field Report: Periphery describes the state of the various Periphery states in the wake of the events described in Jihad Hot Spots: Terra, including the overall military and logistical condition of the minor powers that exist on the fringes of the war-ravaged Inner Sphere. Whether plagued by piracy, ravaged by Word of Blake terror cells, or simply struggling to maintain their independence in a time of chaos, the various realms of the Periphery now struggle to rebuild as a new era beckons…

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    Field Report: LAAF

    Strategic Analysis…

    Over ten years ago, as the second Star League died, the Word of Blake unleashed its wrath against the combined realms of the Inner Sphere and the Clans. Using every weapon in their arsenal, from strategic misdirection and the exposure of state secrets, to biological, nuclear, and chemical attacks, the Word’s war struck every power where it hurt most. Factories were razed, capitals fell, and loyalties were shattered.

    But eventually, the leaders of the Inner Sphere’s ancient warring factions recognized the true threat, and united behind a bold new freedom fighter to bring down the Word of Blake’s bastion of power: Terra. Though the war still rages on, and the Blakists’ Master yet lives, the followers of Devlin Stone know all too well that victory today may only pave the way for the wars of tomorrow.

    Field Report: LAAF describes the state of the Lyran Commonwealth in the wake of the events described in Jihad Hot Spots: Terra, including the overall military and logistical condition of one of the Great Houses who stood against the Word of Blake menace. Broken, but undefeated, the armies of House Steiner remain a force to be reckoned with, as a new age dawns…

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    Field Report: FWLM

    Strategic Analysis…

    Over ten years ago, as the second Star League died, the Word of Blake unleashed its wrath against the combined realms of the Inner Sphere and the Clans. Using every weapon in their arsenal, from strategic misdirection and the exposure of state secrets, to biological, nuclear, and chemical attacks, the Word’s war struck every power where it hurt most. Factories were razed, capitals fell, and loyalties were shattered.

    But eventually, the leaders of the Inner Sphere’s ancient warring factions recognized the true threat, and united behind a bold new freedom fighter to bring down the Word of Blake’s bastion of power: Terra. Though the war still rages on, and the Blakists’ Master yet lives, the followers of Devlin Stone know all too well that victory today may only pave the way for the wars of tomorrow.

    Field Report: FWLM describes the state of the Free World League in the wake of the events described in Jihad Hot Spots: Terra, including the overall military and logistical condition of one of the Great Houses who stood against the Word of Blake menace. Broken, but undefeated, the armies of House Marik remain a force to be reckoned with, as a new age dawns…

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    Field Report: AFFS

    Strategic Analysis…

    Over ten years ago, as the second Star League died, the Word of Blake unleashed its wrath against the combined realms of the Inner Sphere and the Clans. Using every weapon in their arsenal, from strategic misdirection and the exposure of state secrets, to biological, nuclear, and chemical attacks, the Word’s war struck every power where it hurt most. Factories were razed, capitals fell, and loyalties were shattered.

    But eventually, the leaders of the Inner Sphere’s ancient warring factions recognized the true threat, and united behind a bold new freedom fighter to bring down the Word of Blake’s bastion of power: Terra. Though the war still rages on, and the Blakists’ Master yet lives, the followers of Devlin Stone know all too well that victory today may only pave the way for the wars of tomorrow.

    Field Report: AFFS describes the state of the Federated Suns in the wake of the events described in Jihad Hot Spots: Terra, including the overall military and logistical condition of one of the Great Houses who stood against the Word of Blake menace. Broken, but undefeated, the armies of House Davion remain a force to be reckoned with, as a new age dawns…

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    Field Report: DCMS

    Strategic Analysis…

    Over ten years ago, as the second Star League died, the Word of Blake unleashed its wrath against the combined realms of the Inner Sphere and the Clans. Using every weapon in their arsenal, from strategic misdirection and the exposure of state secrets, to biological, nuclear, and chemical attacks, the Word’s war struck every power where it hurt most. Factories were razed, capitals fell, and loyalties were shattered.

    But eventually, the leaders of the Inner Sphere’s ancient warring factions recognized the true threat, and united behind a bold new freedom fighter to bring down the Word of Blake’s bastion of power: Terra. Though the war still rages on, and the Blakists’ Master yet lives, the followers of Devlin Stone know all too well that victory today may only pave the way for the wars of tomorrow.

    Field Report: DCMS describes the state of the Draconis Combine in the wake of the events described in Jihad Hot Spots: Terra, including the overall military and logistical condition of one of the Great Houses who stood against the Word of Blake menace. Broken, but undefeated, the armies of House Kurita remain a force to be reckoned with, as a new age dawns…

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    Field Report: Capellan Confederation

    Strategic Analysis…

    Over ten years ago, as the second Star League died, the Word of Blake unleashed its wrath against the combined realms of the Inner Sphere and the Clans. Using every weapon in their arsenal, from strategic misdirection and the exposure of state secrets, to biological, nuclear, and chemical attacks, the Word’s war struck every power where it hurt most. Factories were razed, capitals fell, and loyalties were shattered.

    But eventually, the leaders of the Inner Sphere’s ancient warring factions recognized the true threat, and united behind a bold new freedom fighter to bring down the Word of Blake’s bastion of power: Terra. Though the war still rages on, and the Blakists’ Master yet lives, the followers of Devlin Stone know all too well that victory today may only pave the way for the wars of tomorrow.

    Field Report: CCAF describes the state of the Capellan Confederation in the wake of the events described in Jihad Hot Spots: Terra, including the overall military and logistical condition of one of the Great Houses who stood against the Word of Blake menace. Broken, but undefeated, the armies of House Liao remain a force to be reckoned with, as a new age dawns…

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    Lance Pack Dossiers: Youling Zhanshi

    Notable Warriors

    Heroes, patriots, soldiers, freedom fighters. The universe is full of them, and every realm and military force—from the mightiest Successor State to the humblest mercenary band—has its share. In the Capellan Confederation, Sang-wei Arthur Chin and his detached lance of MechWarriors—the Youling Zhanshi must try to resist the Davion hordes on the world of Homestead. Do they have what it takes to become heroes of the Confederation, or will their mission be just another footnote in the annals of history?

    Dossiers: Youling Zhanshi describes a lance of notable MechWarriors from the Capellan Confederation, highlighting their warriors, their machines, and their abilities both on and off the battlefields of the late 31st century. This Lance Pack dossier file provides players with the background and descriptions of all four members of the Youling Zhanshi lance and a micro-campaign based on their exploits, complete with character and BattleMech record sheets suitable for play with Total Warfare and A Time of War: The BattleTech RPG.

    Iron Wind Metals
    BattleTech Dossiers: Youling Zhanshi makes a perfect companion to:

    Iron Wind Metals House Liao Light-Medium Lance Set.

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    Dossiers: Jason Zaklan

    Person of Interest

    Deadly aces can be dangerous wildcards on the modern battlefield. Whether they fight for money or for a cause, these lone warriors can often sway the tide of battle by simply choosing a side and joining the fray.
    Hidden on the world of Homestead before the war with Hasek’s forces, Sang-wei Jason Zaklan is one such warrior, an elite commando in service to the Celestial Throne. But when FedSuns mercenaries come calling ahead of schedule, and the local defenders resort to guerrilla war, will Zaklan risk his cover and fight them openly, or will he allow countrymen to die for the cause?

    Jason Zaklan is one of many warriors who have emerged from the fires of war to join the ranks of the notable elite, forging his reputation and his destiny with the aid of his custom Ti Ts’ang. This dossier file provides players with the background and description of one of the BattleTech universe’s upcoming elites, complete with character and BattleMech record sheets suitable for play with Total Warfare and A Time of War: The BattleTech RPG. Bring Jason into the battles of the Youling Zhanshi for an even more legendary performance, or simply employ him in your own games as a valued ally—or a deadly foe.

    Iron Wind Metals
    You can find Jason’s ‘Mech, and three other prominent Capellan ‘Mechs in Iron Wind Metals:

    House Liao Heavy-Assault Lance Set

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    Dossiers: Salazar Tsakalotos

    Person of Interest

    Deadly aces can be dangerous wildcards on the modern battlefield. Whether they fight for money or for a cause, these lone warriors can often sway the tide of battle by simply choosing a side and joining the fray.
    Surviving the Jihad by his wits and his will, Salazar Tsakalotos has become one such warrior, a lone wolf who sells his services to the highest bidder. His latest contract could send him into battle against Devlin Stone’s newly forged Republic of the Sphere, but will it be his greatest triumph, or the end of a legend?

    Salazar Tsakalotos is one of many warriors who have emerged from the fires of war to join the ranks of the notable elite, forging his reputation and his destiny with the aid of his custom Thunderbolt. This dossier file provides players with the background and description of one of the BattleTech universe’s upcoming elite, complete with character and BattleMech record sheets suitable for play with Total Warfare and A Time of War: The BattleTech RPG. Bring Salazar into the battles of Lamenkov’s Liability for an even more legendary performance, or simply employ him in your own games as a valued ally—or a deadly foe.

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    Lance Pack Dossiers: Lamenkov’s Liability

    Notable Warriors

    Heroes, patriots, soldiers, freedom fighters. The universe is full of them, and every realm and military force—from the mightiest Successor State to the humblest mercenary band—has its share. In the newborn Republic of the Sphere, Ilyana Lamenkov and her lance of fresh young MechWarriors must earn their stripes on the war-torn world of Schedar. Do these green recruits have what it takes to become heroes of the Republic, or will they fail their realm and simply vanish into obscurity?

    Dossiers: Lamenkov’s Liability describes a lance of notable MechWarriors from the nascent Republic of the Sphere, highlighting their warriors, their machines, and their abilities both on and off the battlefields of the late 31st century. This Lance Pack dossier file provides players with the background and descriptions of all four members of the Liability lance and a micro-campaign based on their exploits, complete with character and BattleMech record sheets suitable for play with Total Warfare and A Time of War: The BattleTech RPG.

    Iron Wind Metals
    Dossiers: Lamenkov’s Liability makes a perfect companion to:

    Iron Wind Metals Lance Pack: 3085.

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    Era Digest: Golden Century

    Birth of a new society…

    The Clans, brainchild of Nicholas Kerensky, emerged from the ashes of the decimated Star League Defense Force to create a new order in distant lands. Ritualizing combat, they established a new society where only the strongest warriors rule and justice is won through battle.

    Ironically, it would be the death of the Clans’ founder that would catalyze this new society and spur a period of amazing technological and social growth known as the Golden Century. This was the age where Kerensky’s warriors and their descendants truly forged themselves into the powerful army that would one day return to the Inner Sphere in a righteous Crusade.

    Era Digest: Golden Century is a mini-sourcebook that describes the development of the Clans at their origin in a new series format, giving players a glimpse of early Clan life, the basics of Clan rituals, and a look at the rise and fall of Clan Mongoose. Complete with rules and stats for several Golden Century units—including the first OmniMechs—Era Digest: Golden Century also features role-playing support for this crucial period in BattleTech history!

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    Era Digest: Age of War

    A UNIVERSE IN FLAMES!

    Between the collapse of the Terran Alliance, and the rise of the First Star League, humankind was scattered among the worlds of the Inner Sphere. Driven by their own ambitions and united by fear of their neighbors, mighty star empires rose up from the ashes of abandoned colonies, absorbing the remains of mankind’s interstellar exodus, and gave rise to the noble Houses of the Inner Sphere.

    Driven by greed, fear, and dreams of glory, these Houses were at war by the dawn of the twenty-fifth century. The decades of conflict would leave no realm untouched, and forever altered the course of human destiny.

    Era Digest: Age of War is a mini-sourcebook that explores the pivotal developments of the Sphere-wide fighting that ultimately led to the birth of the Star League, featuring a glimpse of life in the BattleTech universe before the age of the BattleMech, the rise of neo-feudalism, and a look at the evolution of combat from the savagery of “total warfare” to the chivalry of MechWarriors. Complete with rules and stats for several Age of War units, Era Digest: Age of War also features role-playing support for this crucial setting in BattleTech history!

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    Technical Readout: 3085 Supplemental

    Even the most thorough field reports can miss a detail or two. During the eventful times surrounding the end of the Word of Blake Jihad and the rise of the Republic of the Sphere, military factories across the Inner Sphere scrambled to rearm the various realms mauled by a decade of bloody conflict. In the shuffle, a few new developments emerged, overlooked in the grand scheme—but not for long.

    Technical Readout: 3085 Supplemental provides details and gameplay statistics for additional infantry, battle armor, vehicles, ’Mechs, and aerospace units that debuted during the Jihad and its immediate aftermath.

    Pre-filled Record Sheets
    PDF-only Record Sheets: 3085 Unabridged — Cutting Edge.

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    Technical Readout: 3145 Mercenaries

    The great experiment that was the Republic of the Sphere has failed. Withdrawn behind the Fortress walls, the once-great power has become a silent, opaque remnant of its former glory. Without its influence, old hatreds have risen anew. As war once more rages across the Inner Sphere, new equipment strides across ancient battlefields. Technology, once stagnated by trade restrictions and peace treaties, now surges forward again, testing these new machines in the fierce crucible of war.

    Technical Readout: 3145 Mercenaries introduces the wave of new battle armor, vehicle, ‘Mech, and aerospace units appearing across the Inner Sphere in the Dark Age era. Featuring new and matured technology, and presented in this series of faction-specific PDFs, these combat units will add excitement and variety to any game table.

    For use with BattleTech, Total Warfare, Tactical Operations, and Strategic Operations.

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    Starter: Fist and Falcon

    The Kewran Wolfhounds

    As part of the Twenty-Fifth Arcturan Guard, Hauptmann Michael Guillaume’s Wolfhounds Company faces its first trial by fire on the raging battlefields of Great X.

    The Pursuing Peregrines

    Forged in the dawning years of the Jihad, Star Captain Ingried’s Binary of battle-hardened veterans seeks its own glory in his Clan’s latest war against the Lyran Alliance.

    Starter: Fist and Falcon brings players a new and exciting way to jump into the BattleTech universe. As conflict erupts anew on the Lyran-Falcon border during the early years of the Jihad, two untested commands clash. Including the brief history and personal dossiers of the members of these two forces, this PDF provides scenarios and special rules compatible with BattleTech games using Total Warfare and A Time of War, complete with record sheets for their ’Mechs and characters alike.

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    HexPack: Cities and Roads

    You’ve defeated your opponent across all the terrain that the BattleTech Introductory Box Set has to offer and now you want more worlds to conquer. Grab your dice and start rolling, because this product is for you!

    HexPack: Cities and Roads is a flexible map system aid for the BattleTech game system. Designed for use in conjunction with other pre-printed mapsheets (such as those from the Introductory Box Set), the system’s flexibility allows for easy modifications to existing mapsheets, increasing the enjoyment of a given scenario as players quickly change the terrain to bring new excitement to each game they play! A booklet contains two ready-to-play scenarios, which include expanded play options such as clearing woods, buildings and additional weather conditions.

    Contents:

    • One 18″ x 22″ full-color gameboard-quality mapsheet, with a different map printed on either side.

    • Four punch-out-and-ready-to-play gameboard-quality HexTile sheets.
    • Sixteen page booklet.

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    Masters & Minions: The StarCorps Dossiers

    Who is the Director of the Internal Security Force? Planetary ruler of Regulus? Current Marshal of the Armies? Merchant Factor of Clan Diamond Shark?

    As one of the most powerful interstellar corporations in the Inner Sphere—with satellite plants in every House—such questions are imperative for StarCorps Industries. In the tumultuous time of the Jihad, as power brokers fall and new personalities rise to prominence, the answers to such questions can mean the difference between a fat in-the-black account and operations in the red. And no corporation, much less one as powerful and far reaching as StarCorps Industries, treats failure well.

    Masters and Minions: The StarCorps Dossiers is a sourcebook from the perspective of StarCorps Industries, compiled from dozens of sources by an army of administrators, all with an eye towards furthering StarCorps markets and interest. Masters and Minions is a complete who’s-who of the BattleTech universe, with well over a hundred personalities detailed. Short overviews of all the major and most minor factions of the Inner Sphere are also included, briefly covering such details as their most notable factories, planets and military forces.

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    Handbook: House Liao

    Assailed for centuries by enemies on every side, House Liao’s Capellan Confederation faced its own oblivion time and again. Now, nearly forty years since the realm teetered on the very brink of collapse, the Confederation has returned, reclaiming the pride and unity lost when the armies of Steiner and Davion rolled across their worlds to shatter them. Led by the crafty and charismatic Sun-Tzu Liao, and embracing the spirit of Xin Sheng—rebirth—House Liao once again has become a political and military power to be reckoned with, defying those who would see them fail, and deadly to all who oppose them.

    Handbook: House Liao compiles the history, politics, and cultures of the Inner Sphere’s smallest—and perhaps least understood—Great House. This sourcebook also includes game rules for use with Total Warfare, Tactical Operations and A Time of War: The BattleTech RPG, including new support vehicles, equipment, creatures, and more!

    Handbook: House Liao continues the faction-based Handbook series that updates the political, economic, and historical details of the major realms in the BattleTech universe.

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    Handbook: Major Periphery States

    The peoples of the Inner Sphere often consider themselves the epitome of technology and culture and relegate the denizens of the frontiers of known space to second-class citizenry, or worse. And yet it took the combined armies of the Inner Sphere more than twenty years to subjugate them during the forming of the first Star League half millennia ago.

    Magistracy of Canopus, Taurian Concordat, Marian Hegemony, Outworlds Alliance and Circinus Federation. Each is a unique star-spanning empire whose hardy-people have carved out their freedom with bare hands: an identity they will not give up without a fight. Even the Great Houses have begun to learn that underestimating these Periphery States is dangerous indeed.

    Handbook: Major Periphery States collates the essential history, politics and culture of the Major Periphery States into a single volume. More than a mere sourcebook, Handbook: Major Periphery States provides rules for both Total Warfare and A Time of War: The BattleTech RPG game play, including new support vehicles, creatures and more!

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    The Wars of Reaving

    Descendants of the Star League Defense Force, they returned to the Inner Sphere in 3050 with violence and honor. Stalled by the combined might of the Inner Sphere, the Clans have been waiting for the chance to strike for Terra once more. But fractures within Nicholas Kerensky’s Great Society have widened. A new enemy threatens to destroy the Clans once and for all: themselves. The resulting Wars of Reaving touches every Clan: some will be destroyed, all will be forever altered.

    The Wars of Reaving sourcebook details the Clans from 3067 through the end of the Jihad era and includes detailed reports, faction updates, personalities, units, and equipment that have a hand in this widespread orgy of war. Essential gameplay statistics, maps, and a complete campaign allow players to immerse themselves completely within these Wars of Reaving.

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    Jihad Hot Spots: Terra

    For more than ten years, the Word of Blake’s Jihad has engulfed the states of the Inner Sphere and the invading Clans in chaos and fire. Reeling from attacks on all fronts, realms have fought one another while the Word’s masters built a powerful Protectorate around humanity’s home: Terra. But with the rise of a resourceful rebel leader, Devlin Stone, the collective might of the Great Houses and rival Clans have united for an all-out assault against the Protectorate—one that can only end when humanity’s home is free once again!

    Jihad Hot Spots: Terra continues the Jihad plot book series started with Blake Ascending, bringing readers into the latter years of the war between the Word of Blake and the Inner Sphere. Seen from the eyes of those who fight and die in this epic struggle, this book includes articles and intelligence excerpts from across the Inner Sphere, along with additional rules and campaign tracks for both BattleTech campaigns played using the BattleTech and A Time of War: The BattleTech RPGgame rules. This book also provides a rare, in-depth look at the Terran system itself, including the history and varied cultures who live on these most revered worlds. Also included are rules and units for the elaborate defense network the Word of Blake unveiled against Stone and his allied Coalition throughout the Protectorate campaign.

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    Jihad Hot Spots: 3076

    Nine years since the death of the Second Star League, the Word of Blake’s holy war against all of humanity rages on. But new heroes, and new alliances have been forged between interstellar nations of the Inner Sphere and the Clans, setting aside centuries of distrust and hatred to unite as never before against the common enemy. Emerging from shattered realms, the allied coalition has finally found the strength to turn the tide, and now the Word and its allies are on the defensive. But even as the allies prepare for the inevitable finale, the Word’s unseen Master and his fanatical minions won’t fall without a fight!

    Jihad Hot Spots: 3076 continues the Jihad plot book series started with Blake Ascending, bringing readers into the raging conflict of the war between the Word of Blake and the Inner Sphere. Seen from the eyes of those who fight and die in this epic struggle, this book includes articles and intelligence excerpts from across the Inner Sphere, along with additional rules and campaign tracks for both BattleTech and A Time of War: The BattleTech RPG games, from the unwilling allies of the Blakist war machine, to the experimental technologies that gave the Word its incredible—if costly—edge for years, to several new BattleMechs, vehicles, and combat spacecraft that debuted in the midst of this turning point in the war.

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    Jihad Secrets: The Blake Documents

    Chandrasekhar Kurita has spent his life hunting for ancient secrets. Almost as soon as the Word of Blake formed in 3052, “Uncle Chandy” put his vast network of spies and his massive wealth toward digging behind their façade and now, two decades later, Uncle Chandy has discovered more than he ever thought possible. Now he’s using that knowledge to send a coalition of forces against one of the Blakists’ hidden five worlds: the Ruins of Gabriel. More importantly, he’s found a connection to the single greatest mystery in the last half-millennia. Aware he’s almost guaranteed his death at the hands of a Blakist fanatic, Uncle Chandy knows the time has come to stand in the light and reveal the secrets that will change the tide of the Jihad!

    Jihad Secrets: The Blake Documents contains a wealth of information on the current universe-shaking Jihad storyline, providing more “hard facts” than any book to date. Detailed information on the opening years of the Jihad, including maps of the most significant conflicts; a current 3075 “Around the Sphere” in the same vein as the Jihad Hot Spots series provides up-to-date information on the latest happenings; biographies of more than twenty individuals important to the Jihad; a complete description of all Word of Blake forces, including unit logos; and the hidden history of Clan Wolverine and the Minnesota Tribe revealed! A complete rules section rounds the book out, with game play rules for taking any Word of Blake division into the field, construction rules for “primitive units,” and new ‘Mechs, including Clan Wolverine’s Mercury II, Pulverizer, and Stag, the “primitive” Dervish and the mysterious Raptor II.

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    Jihad Conspiracies

    On October 25, 3068, the Word of Blake flooded the Inner Sphere HPG networks with “White Noise”, a stream of gibberish and propaganda that made normal communications virtually impossible. Amid the noise, stunning secrets were revealed: Anastasius Focht was once Frederick Steiner; ComStar Primus Sharilar Mori was a Kurita spy.

    Yet along with the secrets revealed and the spreading fires of the Jihad, the Blakists unveiled terrible new weapons and an army the size of which the intelligence agencies of the Inner Sphere had scarcely dreamed, spawning a darker, new wave of mysteries, and whispers of shadowy cabals. Hidden worlds, cults of assassins, ancient societies and even the mysteries of hyperspace—all emerged as possible sources for the Word of Blake’s newfound power. Once more spanning all of human space from ancient Terra to the far-flung Clan homeworlds, the conspiracies behind the Jihad could be the key to unraveling the greatest war since the days of Amaris.

    Jihad Conspiracies: Interstellar Players 2 describes several of the most powerful and influential people, organizations, and entities at work behind the scenes of the Word of Blake Jihad. Some of these conspiracies are firmly grounded in BattleTech lore, but shown here in ways never before seen; others have only recently emerged from their own shadows. Gamemasters and players can decide which of these power brokers are real and which are paranoid fantasies spawned by the chaos and fear of the Blakist Holy War!

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    Jihad Hot Spots: 3072

    For nearly four years, the fires of war have threatened to consume all the nations of mankind as the Word of Blake’s furious campaign of terror and deception raged on. Millions have died, mighty armies have fallen, and ancient empires have shattered, with no end in sight. But even as all hope seems lost, heroes old and new rise from the ashes of fire-blackened worlds to stand against the chaos and, maybe, to start turning the tide at last.

    Jihad Hot Spots: 3072 continues the Jihad series, begun with Blake Ascending, bringing the readers into the ongoing chaos and horror of the Sphere-spanning war, as seen from the eyes of those who fight—and die—in this epic conflict. Players of both Total Warfare and A Time of War: The BattleTech RPG will find additional rules and campaign tracks within to continue their campaigns across the Inner Sphere as the Blakist holy war rages on. Finally, Jihad Hot Spots: 3072 contains detailed information on the cyber-soldiers of the Manei Domini, as well as a mini-Technical Readout section—including record sheets—for numerous new units, including the six new Celestial-series Word of Blake OmniMechs.

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    Historical: Reunification War

    In 2570, the six Great Houses of the Inner Sphere united to create the Star League, promising to bring an end to the generations of warfare that engulfed the worlds mankind now called home. Shortly thereafter, to seal their alliance, they turned against the various independent realms of the Periphery. Over the next twenty years, the so-called Reunification War would rage, claiming more lives than the savagery of the Age of War before it, all to realize House Cameron’s dream of a united humanity—at any cost.

    Historical: Reunification War describes the first grand military campaign of the newborn Star League against the collected realms of the Periphery. Covering each of the four major campaign theaters in detail, this book provides a hard look at the formative years of the first Star League, and the fateful decisions that led them to usher in a new Golden Age for mankind by unleashing their armies against its most far-flung worlds.

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    Historical: Operation Klondike

    In the wake of the Star League’s collapse, Aleksandr Kerensky led the bulk of the SLDF into deep space to escape the inevitable Succession Wars. But war soon came to the “Star League in Exile” anyway, prompting General Kerensky’s son Nicholas to form a new society, based on the principles of honor and strength. Fifteen years later, the newborn Clans were unleashed against those who abandoned Kerensky’s vision.

    Historical: Operation Klondike details the actions of the epic first campaign waged by Nicholas Kerensky’s newborn Clans. Identifying all of the founding Clans and their warriors, this book provides a hard look at the nature of early Clan formation, with new units and campaign rules that enable players to replay these critical battles for the Pentagon Worlds.

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    Era Report: 3052

    For three hundred years, the nations of the Inner Sphere waged war in the name of the fallen Star League, sending armies of MechWarriors into battle for glory and power. Yet even as BattleMechs clashed over the forgotten ruins of humanity’s Golden Age, the descendants of the long-lost Star League Defense Force gathered their might among distant stars.
    Then, in 3048, amid reports of a technological renaissance in the Sphere, the leaders of Kerensky’s children decided the time for invasion had come. The Clan Invasion would transform the face of warfare and the fate of nations across the Inner Sphere, marking an all new era for all of humankind.

    Era Report: 3052describes the state of the Inner Sphere and the Clans at a pivotal period in BattleTech history: the early years of the Clan Invasion. Presented as a general overview of the period, rather than a focused report on a single conflict, this book includes descriptions of every major Inner Sphere and Clan faction. Notable personalities, military forces, and an overview of the technological capabilities of the Inner Sphere and Clan powers of this critical era in history are also provided, along with special advanced-level rules for campaigns set in this era, whether played using the Total Warfare core rules or those found in A Time of War: The BattleTech RPG.

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    Era Report: 3062

    For three hundred years, the nations of the Inner Sphere waged war in the name of the fallen Star League, sending armies of MechWarriors into battle for glory and power. The arrival of the Clans, martial descendants of the lost Star League Defense Force, in 3049 upset all the previous balances of power and set the stage for cataclysmic warfare to rival the worst of the Succession Wars. The end of the initial Clan invasion and the new renaissance of military technologies leads the leaders of the Successor States to seek advantage against each other. The ever-present specter of the Clans urges desperation to end old feuds to make space for new ones. And the Truce of Tukayyid holds the Clans in check, but does nothing to ease the cultural pressures on both sides of the border.

    Era Report: 3062 describes the state of the Inner Sphere and the Clans at a divisive period in BattleTech history: the latter years of the Clan Invasion. Presented as a general overview of the period, rather than a focused report on a single conflict, this book includes descriptions of many major Inner Sphere, Periphery, and Clan factions. Notable personalities, military forces, and an overview of the technological capabilities of the Inner Sphere and Clan powers of this critical period in history are also provided, along with special advanced-level rules for campaigns set in this era, whether played using the Total Warfare core rules or those found in A Time of War: The BattleTech RPG.

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    Era Report: 3145

    In 3132, eighty percent of the hyperpulse generators in the Inner Sphere shut down, silencing virtually all interstellar communications between the thousands of worlds humankind called home. Remembering the horrors of the Jihad that ended just half a century before, paranoid citizens and opportunistic leaders across the Sphere instinctively girded for the invasions that were sure to come. As ancient rivals once again turned against each other, the Republic of the Sphere—once a beacon of hope for billions—found itself nearly torn asunder by hostile neighbors on every side.

    A new Dark Age had begun.

    Era Report: 3145 describes the state of the Inner Sphere at critical age in BattleTech history: the years of the Dark Age era. Presented as a general overview of the period, rather than a focused report on a single conflict, this book includes descriptions of every major Inner Sphere faction active in the wake of the catastrophic failure of the interstellar HPG grid. Notable personalities, military forces, and an overview of the technological capabilities of the Dark Age era are also provided, along with special advanced-level rules for campaigns set during this time, whether played using the Total Warfare core rules or those found in A Time of War: The BattleTech RPG.

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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.

    Fourth Printing
    This is a errata-corrected fourth printing.

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    TechManual

    How does a MechWarrior interface with a BattleMech? 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? If you’ve ever been plagued by these questions, then get on your coveralls and make sure you’ve got your astech certification, because you’re about to dive into BattleTech construction!

    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!

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    Tactical Operations

    Forces On World

    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.

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    Strategic Operations

    Forces In Solar System

    Liftoff planet and conquer an entire solar system! Deploy kilometer-long WarShips as escorts, first for JumpShips bridging the gulf between stars, then for detaching DropShips that burn in system to drop troops onto any battlefield. New aerospace tactics will allow you to gain air supremacy to match your grasp of ground tactics. Yet the war for a star system is more than a single battle and a commander that utilizes his supplies and personnel with skill will survive the numerous battles to come.

    Strategic Operations is the one-source rulebook for advanced rules aerospace assets that open the entire conquest of a solar system. It includes new aerospace movement, combat and advanced aerospace unit construction rules, as well as comprehensive maintenance, salvage, repair and customization rules. Finally, a complete game system–BattleForce–allows players to use their existing miniatures and mapsheets to play quick, fast-paced BattleTech games, from companies to battalions and even regiments.

    Quick-S