WizKids 35030 - Classic Battletech RPG OEF.pdf

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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
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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
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CREDITS
CREDITS
Cover Art
Marc Sasso
Cover Design
David M Stansel-Garner
Illustrations
Tom Baxa
Doug Chaffee
Les Dorschied
Mark Gibbons
Scott James
Dave McKay
Jim Nelson
Matthew Plog
Matt Wilson
Color Section
Kevin McCann
Additional Work:
Joel Biske
John Bridegroom
Les Dorschied
Fred Hooper
Jeff Laubenstein
David Martin
Chris Moeller
Jim Nelson
Mike Nielsen
Matt Wilson
Graphic Design
John Bridegroom
Jim Nelson
"Golfball" Mescher, J. Allen "Icky" Johnson, C. Damon
"Ninjak" Burrus, Ed "Ronin" Behrensen, Rod Rice, D.
Lamar Norwood, David Walker; Kirkpatrick's Pack :
Herbert Beas, James "Damon" Amirault, Jeff "Fletchi"
Fletcher, Kevin Dwelley, Heather Johnston, David
"CelticRogue" Sheridan; Seventh Army Group, SLDF :
Nadin Brzezinski, Thomas Abbott, Solomon Goren,
Frank Darbe, Eric Swan, Peter Grub, Jim Applegarth;
The Singapore Longshoremen, sponsored by
Adventure Games Plus : Drew Collis, Tom Evans, Scott
Hopkins, John Kielman, Gary Larson, Derek
Manchester, Thomas McMahon; Steel City
MechWarriors : Rich Cencarik, Rich Darr, Brian
Golightly, Phil Glotfelty
Game Design
Bryan Nystul
Writing
Game and Source Material
Bryan Nystul
Christoffer Trossen
Chris Hartford
Loren L. Coleman
Diane Piron-Gelman
Randall N. Bills
Christopher Hussey
Dan “Flake” Grendell
Herbert A. Beas II
A Brief History of the Inner Sphere
Michael A. Stackpole
Diane Piron-Gelman
“By The Numbers”
Loren L. Coleman
Special Thanks
To the creators of BattleTech , Jordan K. Weisman
and L. Ross Babcock III, and the other designers of the
first and second editions of MechWarrior: Walter H.
Hunt, Evan Jamieson, Richard K. Meyer, Mike Nystul,
Lester W. Smith and Kevin Stein. This wouldn’t have
been possible without you.
To the BattleTech and MechWarrior novelists,
whose thrilling stories go well beyond the board game
and really bring the universe to life: Robert N.
Charrette, Loren L. Coleman, Thomas S. Gressman,
Andrew Keith, William H. Keith Jr., Stephen Kenson,
Christopher Kubasic, James D. Long, Ardath Mayhar,
Victor Milán, Mel Odom, Blaine Lee Pardoe, Donald G.
Phillips, Peter L. Rice, Michael A. Stackpole and
Robert Thurston.
To Jim Nelson and the rest of the dauntless
FASA Art Boyz, who work extra hard to make this
book—and every other FASA product—look great.
You guys rule !
John would like to extend a special thanks to
Kevin McCann for coming through with an incredible
batch of color artwork that gave a huge breath of life
and depth of character to the BattleTech universe.
Kevin McCann Would like to thank his brother
Thomas McCann for putting up with the hours of refer-
ence photography. No one could have done it better!
Finally, the designer would like to thank his big
brother for providing years and years of advice and
inspiration. In multiple campaigns of epic scale and
depth you showed me what a roleplaying game could
be. This book is dedicated to you.
Project Development
Bryan Nystul
with Randall N. Bills
Project Editing
Robert Boyle
Wyn Hilty
Diane Piron-Gelman
Jean Rabe
Ryan Rice
Playtesters
Eleanor Holmes, Martin Gotthard, Roland
Gotthard, Shane Winzar, Adam Treloar; Adam Jury;
Andrew C. Murdoch, Dan Hall, Dan Brychka, Steve
Crowe, Eric Seaton, Paolo Marcucci, Angela
Schaafsma; Linda Naughton; John Bellando, Melvin
Carter, Eric Duckworth, Brian Habenicht, Rob
Habenicht, Jonathan Szeto; Paul (Polly) Meredith,
Maryanne Bailey; Loren Coleman, Heather Coleman,
Allen Mattila, Amy Mattila, Keith Mick, Vince Foley;
Greg Harmon, Brian Schoner, Bill Wagner; Malik R.
Toms, Kit Chang, Kian Butterfield, Jason Franzone,
Paul Thomas, Egil Rostad; Mike Bobroff, J. Keith
Henry, Robert Barker, Jeremy Guillemette, Greg
Lusby; Rich Osterhout, Jeff Jones, Chris Jardon, Neal
Moss, Scott Preston, Anthony Reasoner; Austin
Playtest Group : Frank Crull, James Lillian, Buster
McCall, Craig Gulladge, David Frederick, Chris Friede,
John Kraemer, Kathryn Wallace; BC Legion : Stevebob
Pitcher, Troy Allen, Chad Dean, Jeff X. Mink; The
Caladan Highland Dragoons : Jeffrey A. Webb, Clint
Hill, Robert Houser, Jr, Gregory Hazel, Cody
Hammock, Leah Cody, Kristen Siegrist, Matt Hill,
James Cook, Lloyd Bates, Scott McKinlay;
Cunningham's Commandos : Brian Gruber, Bob Kautz,
Bill Masino, Rick Remer, Chris Smith, Chris "Bones"
Trossen; Dilbert's Irregulars : Gareth Smith, Kevin
Morbin, J.J. O'shaughnessy, Jonathan Broggy; The 1st
South Sussex Slaughterers (The Dragon's Tears) : Paul
Waite, Ian Deeks, Matt Gilbert, Steve Dorsett;
Freedonia Home Guard : Bryan Nystul, Randall N.
Bills, Tara Bills, Dan "Flake" Grendell, Mike Mulvihill,
Rich Schaufuss; Gambino Family, Ministry of
BattleTech : Camille "The Godmother" Klein, Dave
BattleTech Line Developer
Bryan Nystul
©1999-2006 WizKids, Inc. All Rights Reserved.
Classic BattleTech RPG, Classic BattleTech,
BattleTech, ’Mech, BattleMech, AeroTech 2, and WK
Games are registered trademarks and/or trademarks
of WizKids, Inc. in the United States and/or other
countries. No part of this work may be reproduced,
stored in a retrieval system, or transmitted in any
form or by any means, without the prior permission
in writing of the Copyright Owner, nor be otherwise
circulated in any form other than that in which it is
published. Printed in the USA.
Editorial Staff
Editorial Director
Donna Ippolito
Managing Editor
Sharon Turner Mulvihill
Assistant Editor
Robert Boyle
Editorial Intern
Ryan Rice
Fourth Printing. First Printing by FanPro LLC.
Published by FanPro LLC o 1608 N. Milwaukee o
Suite 1005 o Chicago, IL 60647
Production Staff
Art Director
Jim Nelson
Assistant Art Director
Fred Hooper
Project Manager
John Bridegroom
Find us online:
Precentor_martial@classicbattletech.com (e-mail
address for any Classic BattleTech questions)
http://www.classicbattletech.com (official Classic
BattleTech web pages)
http://www.fanprogames.com (FanPro web pages)
http://www.wizkidsgaems.com/mechwarrior/
(official MechWarrior web pages)
http://www.wizkidsgames.com (WizKids online order-
ing, sales and distribution web pages)
http://www.studio2publishing.com (online ordering)
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CLASSIC BATTLETECH RPG
A TIME OF WAR
For almost a thousand years, humans have journeyed into the far reaches of space, colonizing thousands of worlds and forming
star-spanning alliances. From these grew the five vast star empires that make up the Inner Sphere.
The Inner Sphere was rife with division, as the ruling dynasties warred constantly over colony worlds with valuable resources.
These titanic struggles led to the development of BattleMechs: gigantic, humanoid battle machines bristling with lethal weapons. From
the twenty-fifth century onward, these walking tanks ruled the battlefields.
As the price of conflict grew, the Inner Sphere tired of war. Eventually, the five ruling Houses joined together in the Star League,
a federation led by a First Lord and served by its own army. For nearly two hundred years, the Star League brought the Inner Sphere
peace and prosperity.
The sudden death of its First Lord, however, paved the way for an evil genius named Stefan Amaris to stage a bloody coup d’état.
The Star League Defense Forces, commanded by the brilliant General Aleksandr Kerensky, refused to accept Amaris’ rule. They fought
him in a bitter civil war that was the largest conflict ever fought by humanity, before or since. Kerensky’s forces won, but at a terrible
price. In the chaos that followed, the Council Lords were each determined to step in as First Lord. Despite the efforts of Kerensky to
hold it together, the Star League dissolved thirty years later.
Unable to halt the conflict, Kerensky appealed to his soldiers to join him in leaving the Inner Sphere. Nearly 80 percent of the Star
League army heeded Kerensky’s call to build a new Star League somewhere far beyond explored space. Kerensky and his followers
abandoned their homes and headed into uncharted areas of the galaxy, presumably never to return.
War followed war in the wake of Kerensky’s dramatic departure. For nearly three centuries, the Houses of the Inner Sphere fought
in vain for the right to rule. These Succession Wars forged new alliances and cost the Inner Sphere precious, irreplaceable technolo-
gy. Constantly maneuvering for position, the House Lords assumed that the greatest enemy they would ever face was each other.
They were wrong.
While the Inner Sphere sank into barbarism, Kerensky’s followers built a new society in the harsh environs beyond known space.
They developed a rigid caste system based on eugenics and martial ideals, designed to produce the ultimate warriors. For nearly three
hundred years, they were unified by one burning goal: that when the time was right, they would return home and conquer the Inner
Sphere. They planned to be the “saviors” of humanity and to rebuild the Star League in their own image. When the warlords of the Clans
decided the time had come to launch their invasion, they took their powerful ’Mechs and MechWarriors and drove straight toward Terra,
the birthworld of humanity.
Faced with a common enemy, the states of the Inner Sphere united against the threat, establishing a new Star League. Finally vic-
torious in 3060, the Star League halted the Clan invasion and a new era of peace seemed to loom on the horizon. But their trust is
fragile, their fledgling alliances fraught with risk. And the Clans, born and bred as warriors, will not suffer peace lightly.
This is but the eye of the storm
INTRODUCTION
Welcome to the Classic BattleTech RPG . What you hold in your
hands in an evolutionary leap from the MechWarrior First and
Second Edition role-playing games, completely redesigned from
the ground up with the intent of transforming the game from a
mere roleplaying add-on for the BattleTech board game to a full-
fledged science fiction roleplaying game set in the vast and
dynamic BattleTech universe.
While the BattleTech universe centers around BattleMechs,
Classic BattleTech RPG (CBT: RPG) is not just a game in which
players take on the roles of BattleMech pilots. In fact, it is quite
likely the majority of CBT:RPG characters will never set foot in a
’Mech cockpit. As in the BattleTech and MechWarrior novels,
the majority of the action in the universe takes place out of the
cockpit and off the battlefield, and there are a multitude of non-
MechWarrior characters that play pivotal roles in the power
struggles of the Inner Sphere, Clans and Periphery.
To facilitate this concept, the character creation system has
been designed to accommodate any kind of character you can
imagine. Starting with a chosen affiliation, such as the Draconis
Combine, you follow your character’s childhood and early
career, building skills and other abilities through actual experi-
ences in the BattleTech universe. In this way, even novice play-
ers start the game with not only a complete set of game stats
but a fleshed-out character background as well.
Also included are a comprehensive equipment guide and
an in-depth primer on the history and culture of the BattleTech
universe. Players are offered this detailed look inside the set-
ting to find out what it’s really like to live, love and fight there.
We hope you enjoy the ride.
WHAT IS A
ROLEPLAYING GAME?
A roleplaying game is part improvisational theater, part sto-
rytelling and part board game. It is played by a gamemaster who
runs the game and a group of players who pretend to be char-
acters. These characters are defined by a set of statistics that
represent skills and Attributes developed in the character cre-
ation process (see p. 21). These are then fleshed out with an
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