BattleTech 35030 - Classic BattleTech Rpg.pdf
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It is the 31st century. Across the vastness of interstellar space, awe-
some powers vie for supremacy. Amidst this swirl of unending conlict
stride BattleMechs®, huge robotic weapons of war piloted by elite
MechWarriors®. Join the action, taking on any one of an endless variety
of roles, from spy to smuggler, mercenary to MechWarrior. As a charac-
ter from the Inner Sphere, the Clans or the Periphery, you will decide the
ultimate fate of the galaxy.
Enter the exciting
BattleTech®
universe, stepping outside of your
BattleMech and embracing the richness of a vast, detailed science ic-
tion setting.
Classic BattleTech RPG™
contains all the rules and source
material players and gamemasters need, including a unique character
creation system that generates game abilities and background story at
the same time. Time to let your imaginations soar!
TM
CLASSIC BATTLETECH RPG
TABLE OF CONTENTS
A TIME OF WAR
5
Trueborn Crèche
35
TRAITS
78
INTRODUCTION
5
White Collar
35
Trait Descriptions
78
What Is a Roleplaying Game?
5
Stage 2: Late Childhood
36
SKILLS
95
Skill Types
How to Use This Book
6
Back Woods
36
95
The Most Important Rule
6
Clan Apprenticeship
36
Standard Skills
95
BY THE NUMBERS
7
Farm
37
Difficult Skills
95
GAME CONCEPTS
13
Freeborn Sibko
37
Subskills
95
Character Abilities
13
High School
38
Regional Subskills
95
Attributes
13
Mercenary Brat
38
The Skills
95
Skills
13
Military School
38
COMBAT
109
Action Checks
13
Preparatory School
39
The Combat Turn
109
Rolling the Dice
13
Street
39
Actions
109
Ten-Sided Dice (D10)
13
Trueborn Sibko
39
Initiative
110
Six-Sided Dice (D6)
13
Stage 3: Higher Education
39
Movement
110
Task Resolution
15
Military Academy
40
Walking
111
Resolving Action Checks
15
Military Enlistment
41
Running
111
Base Target Number
15
New Avalon Institute
of Science
Sprinting
111
Modifiers
16
42
Evading
111
Skills
16
NAIS College of
Military Sciences
Ranged Combat
111
Quality of Success
17
43
Line of Sight
111
Opposed Tests
17
Police Academy
43
Base Target Number
111
Edge
18
Sun Zhang MechWarrior
Academy
Modifiers
112
Pushing Your Luck
18
44
Melee Combat
112
Recovering Your Edge
19
Technical College
45
Base Target Number
113
CHARACTER
CREATION
Trade School
45
Modifiers
113
21
University
46
Melee Combat Damage
113
Overview
21
Stage 4: Real Life
47
Special Maneuvers
114
Find a Concept
21
Civilian Job
47
Damage
114
Choose an Affiliation
21
Covert Ops
47
Determine Amount
of Damage
Choose a Life Path
21
Free Trader
48
114
Assign Attributes, Traits
and Skills
Ne’er-Do-Well
48
Determine
Damage Effects
21
Postgraduate Studies
49
114
Finishing Touches
21
To Serve and Protect
49
Armor Effects
115
Life Path
22
Tour of Duty: Clan
49
Fatigue
115
Following the Paths
22
Tour of Duty: Inner Sphere
50
Wound Effects
116
Attributes and the
Life Path
Tour of Duty:
“Social General”
Wound Types
116
22
50
Weapon Characteristics
117
Acquiring Traits
23
Travel
50
Blast
118
Learning Skills
23
Yakuza
51
Burst Fire
118
Skill Bonuses
24
Occupational Fields List
52
Suppressing Fire
119
Subskills
24
Assigning Attributes,
Traits and Skills
Indirect Fire
119
Events
24
54
Splash Damage
119
Using Edge in the
Life Path
Attributes
54
Incendiary Weapons
and Fire
25
Determining Attributes
and Traits
119
Repeating Paths
25
55
Special Situations
119
Affiliations
26
Trait List
56
Inanimate Targets
119
Using Affiliations
26
Determining Skills
57
Surprise
119
Draconis Combine
26
Skill List
57
Subduing Attacks
120
Federated Suns
26
Finishing Touches
59
Falling
120
Capellan Confederation
28
Age
59
Zero Gravity
120
Free Worlds League
28
BattleMech/Vehicle
Assignment
Missed Shots
120
Lyran Alliance
29
59
Barriers
121
Free Rasalhague Republic
30
Equipment
59
Hit Location
121
The Periphery
30
Miscellaneous Details
59
Determining Hit Location
121
The Clans
31
Sample Characters
60
Hit Location Effects
122
Stage 1: Early Childhood
33
Disgraced Elemental
62
Healing123
Failed Treatment
Back Woods
33
Rebel Fighter Pilot
64
123
Blue Collar
33
Explorer Medic
66
Unconsciousness
123
Clan War Orphan
33
Yakuza MechWarrior
68
Emergency Care
123
Farm
34
Freelance Technician
70
Untreated Wound
Recovery
Fugitives
34
Special Forces Operative
72
124
Nobility
34
Brash Tanker
74
Wound Treatment
124
Street
35
Well-Connected Trader
76
Vehicular Combat
126
2
CONTENTS
Playing the Game
126
A WHISTLESTOP
TOUR OF THE
INNER SPHERE
THE CLANS
189
Warriors
126
The Caste System
189
Damaging a
MechWarrior
166
Warrior Caste
189
126
Federated Suns
166
Scientist Caste
189
Combat
127
New Avalon
166
Technician Caste
189
Heat
128
Kittery
166
Merchant Caste
189
EQUIPMENT
129
Lyran Alliance
166
Laborer Caste
189
Supply and Demand
129
Tharkad
166
Dark (Bandit) Caste
189
Equipment Ratings
129
Hesperus II
166
Freeborn vs. Trueborn
189
Acquiring Gear
131
Draconis Combine
167
Bloodnames
190
Using Equipment
132
Luthien
167
Clan Trials:
The Honor Road
Equipment Data
132
Al Na’ir
167
190
Encumbrance
133
Free Worlds League
167
Surkai, the Rite of
Forgiveness
Repairs
133
Atreus
167
190
Weapons
134
Andurien
167
Trial of Grievance
190
Archaic/Melee Weapons
134
Capellan Confederation
167
Trial of Refusal
190
Slug-Throwers
135
Sian
167
Trial of Possession
190
Energy Weapons
136
St. Ives
167
Trial of Position
191
Support Weapons
137
Free Rasalhague Republic
167
Trial of Bloodright
191
Explosives
137
Tukayyid
168
Other Trials and Rituals
191
Specialized Weapons
138
Chaos March
168
Government
191
Weapon Accessories
139
Outreach
168
Clan Politics
192
Power Packs and
Chargers
Terra
168
Economy
192
139
Clan Occupation Zone
168
Technology
192
Armor and Combat Garb
140
Alshain
168
Clan Society and Culture
192
Personal Armor
140
Twycross
169
Language
192
Load-Bearing Equipment
141
The Periphery
169
Religion
193
Combat Uniforms
141
Canopus
169
The Arts
193
Battle Armor
141
Antallos
169
Media
193
Medical and Survival
Equipment
143
GOVERNMENT
AND LAW
170
WAR AND
ITS MAKERS
194
Basic Equipment
143
Government Types
170
Weapons of War
194
Artificial Limbs
144
Titles and Nobility
171
BattleMechs
194
Bionic Ear Replacement
145
Law and Order
172
Aerospace Fighters
196
Bionic Eye Replacement
145
The Legal System
173
Armored Infantry
196
Advanced Medical Tools
145
Police Forces
173
Conventional Forces
196
Medical Monitors
145
SOCIETY AND
CULTURE
DropShips, JumpShips
and WarShips
Survival Gear
146
174
196
Tools and Gear
147
Planetary Conditions
174
Forces of War
197
Communications
147
Technology in the
31st Century
Organizational Structure
197
Tools
148
174
House Regulars
vs. Mercenaries 197
Command Structure 198
Training 199
Methods of War 199
War among the Clans 200
Organization 200
Command Structure 201
Battlefield Customs 201
RUNNING THE GAME
203
Role of the Gamemaster
Optics
149
Tough Fall
175
Miscellaneous
Equipment
Recovery
175
150
Catch-Up
175
Everyday Life
150
Looking toward Dawn
176
Clothing
151
Daily Life
176
Food
151
Language
177
Housing
151
Work
177
Transportation
151
Food and Drink
178
Travel
152
Entertainment
178
Entertainment
152
Education
179
203
A BRIEF HISTORY OF
THE INNER SPHERE
159
Rise of the Hegemony
Money and Commerce
180
Gamemaster
as Storyteller
Local Currencies and
Exchange Rates
203
159
180
Gamemaster as Referee
203
The Star League Era
160
Electronic Funds
182
Getting Started
203
Centuries of War
160
Media and
Communications
Campaign Types
204
Steps toward Peace
160
182
Non-Player Characters
205
Fourth Succession War
161
The Arts
183
Major NPCs
205
Skirmishes and Plots
161
Religion
184
Minor NPCs
206
Enemies from Beyond
161
Spirituality among
the Stars
Contacts
208
The Warriors of
Kerensky
184
Rewards
208
162
Alternative Religions
185
Character Advancement
209
Clan Invasion
162
Religious Tolerance
185
Aging
210
Victory and Change
163
Travel 186
Interplanetary and
Interstellar Transport
Attributes
210
The Universe Turned
Upside Down
Traits
210
164
186
Skills
210
The Star League Reborn
165
Onplanet Travel
188
3
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mad_pablo
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