Battletech A Time of War.pdf

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THE BATTLETECH RPG
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It is the 31 st century. Mankind has spread to
the stars and spawned titanic stellar empires,
each controlling hundreds of worlds across a
thousand light years and beyond. Yet the sins
of man have followed him from the cradle of
humanity.
Political machinations of feudal lords plunge
whole sectors into war; unscrupulous merchant
starship captains smuggle weapons to their
own faction’s enemies; greedy military
commanders demand tribute from worlds
they’re protecting; animalistic pirate kings
harvest high technologies and human slaves
in lightning raids; betrayals from oath-bound
allies leave honorable soldiers growing cold on
forgotten worlds; death at the tip of knife from
a concubine turned assassin to avenge a world
and love lost: it is a time of war.
What empire will you swear allegiance to: a
warrior merchant of House Steiner; the honor-
bound samurai of House Kurita; the vat-bred
warriors of the Clans; a mercenary that ghts
only for the highest bidder?
Choose your life in the universe: a MechWarrior
piloting the thirty-foot-tall BattleMechs that turn
the tide of any battle; a spy deep behind enemy
lines discovering critical secrets; a merchant
carrying critical supplies; a scientist unleashing
the latest cutting edge technologies?
How will YOU become a legend?
A Time of War rulebook contains everything you need to start
your adventure in the BattleTech universe!
Under License From
©2009 WizKids, Inc. All Rights Reserved. A Time of War: The BattleTech RPG, Classic BattleTech, BattleTech, BattleMech, ’Mech,
MechWarrior, and WK Games are registered trademarks and/or trademarks of WizKids, Inc. in the United States and/or other
countries. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Printed in Canada.
WEBSITE: CATALYSTGAMELABS.COM
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BATTLETECH TM
A TIME OF WAR
CATALYST GAME LABS
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TRAITS
TRAITS
THE FIRES OF HELL: GATHERING PLAYERS
THE FIRES OF HELL: GATHERING PLAYERS
6
6
Changing A liations
Changing A liations
53
53
Stage 1 Modules: Early Childhood
Stage 1 Modules: Early Childhood
65
65
THE UNIVERSE BEFORE YOU
Back Woods
65
Back Woods
65
Overview
106
THE
NI ERSE BEFORE YO
Oi
Blue Collar
65
Trait Points
106
Born Mercenary Brat
65
Character and Vehicle Traits
106
Welcome to the BattleTech Universe
16
rm
5
Positive, Negative and Flexible Traits
106
Starting Out
16
Fugitives
65
Multiple Traits
107
What is a Roleplaying Game?
16
Nobility
66
Opposing Traits
107
What’s Needed to Play
17
Slave
66
Variable-Level Traits
107
A Universe at War
21
Street
66
Trait Descriptions
108
House Davion (Federated Suns)
21
Trueborn Creche
66
Alternate ID
108
House Kurita (Draconis Combine)
21
War Orphan
66
Ambidextrous
108
House Liao (Capellan Confederation)
21
White Collar
66
Animal Antipathy
108
House Marik (Free Worlds League)
22
Stage 2 Modules: Late Childhood
67
Animal Empathy
108
House Steiner (Lyran Alliance)
22
Adolescent Warfare
67
Attractive
108
ComStar
23
Back Woods
67
Bloodmark
109
Word of Blake
23
Clan Apprenticeship
67
Citizenship/Trueborn
109
The Clans
23
rm
7
Combat Paralysis
110
The Periphery
24
Freeborn Sibko
67
Combat Sense
110
A Brief History of BattleTech
25
High School
68
Compulsion
110
Colonizing the Stars
25
Mercenary Brat
68
Connections
111
Age of War
25
Military School
68
Custom Vehicle
112
Star League
26
Prepatory School
68
Dark Secret
112
The Succession Wars
26
Space Family
69
Dependents
113
Clan Invasion
26
Street
69
Design Quirk
113
Civil War
27
Trueborn Sibko
69
Enemy
113
Jihad
27
Stage 3 Modules: Higher Education
Equipped
116
The BattleTech Universe
31
Overview
70
Exceptional Attribute
116
Core Rulebooks
31
Choose Your Schooling
70
Extra Income
116
Techinical Readouts and Record Sheets
31
Age
71
Fast Learner
117
The Jihad
31
Repeating Stage 3
71
Fit
117
Handbooks
32
Stage 4 Modules: Real Life
74
G-Tolerance
118
Historicals
32
Age
74
Glass Jaw
118
Maps, Terrain and Miniatures
32
Repeating State 4
74
Good Hearing
118
Fiction
32
Agitator
74
Good Vision
118
BattleCorps
32
Civilian Job
74
Gregarious
118
Choose Your Rules
33
Clan Watch Operative
74
Gremlins
118
Gamemaster Adjudication
33
Clan Warrior Washout
75
Handicap
118
Fiction vs. Rules
33
Cloister Training
75
Illiterate
119
Combat Correspondent
75
Impatient
119
ComStar/Word of Blake
75
Implant/Prosthetic
119
BASIC GAMEPLAY
Cover Operations
76
In For Life
120
Dark Caste
77
Introvert
121
Overview
34
Explorer
77
Lost Limb
121
Characters
34
Goliath Scorpion Seeker
78
Natural Aptitude
121
Character Record Sheet
34
Guerilla Insurgent
78
Pain Resistance
121
Attributes
34
Merchant
78
Patient
121
Traits
36
Ne’er-do-well
79
Phenotype
121
Skills
36
Organized Crime
79
Poison Resistance
122
Personal Data
37
Postgraduate Studies
79
Poor Hearing
122
Combat Data
37
Protomech Pilot Training
79
Poor Vision
122
Biographical Data
37
Scientist Caste Service
80
Property
123
Inventory
37
Solaris Insider
80
Rank
123
Vehicle Data
37
Solaris VII Games
80
Reputation
124
Actions
38
Think Tank
80
Sixth Sense
125
Attribute Checks
38
Tour of Duty
80
Slow Learner
125
Skill Checks
39
To Serve and Protect
81
Tech Empathy
125
Opposed Actions
39
Travel
82
Thick-Skinned
125
Basic Action Resolution
40
Purchasing Attributes, Traits and Skills
85
Thin-Skinned
126
Edge
42
Determining Final Levels
85
Title/Bloodname
126
Opposed Traits and Canceling Experience
87
Toughness
127
Buying Additional Experience Points
89
Transit Disorientation Syndrome
127
THE FIRES OF HELL: THE CALM BEFORE
44
Optional Points-Only Design System
89
Unattractive
128
Final Touches
91
Unlucky
128
De ning Features
91
Vehicle Level
128
Character Background
91
CHARACTER CREATION
Wealth
128
Purchasing Equipment
91
Sample Characters
93
THE FIRES OF HELL: SECURING THE LZ
136
Overview
48
MechWarrior
94
Choosing the Character Concept
48
Tanker
95
Character Creation Basics
49
Aerospace Pilot
96
SKILLS
Points-Only Character Creation (Optional)
51
Elemental
97
Prerequisites and Accumulating Experience
51
Scout
98
Choosing Life Modules
52
Skills Overview
140
Faceman
99
Stage 0: A liation
52
Using Skills
140
Renegade Warrior
100
Stage 1: Early Childhood
52
Linked Attributes
140
Battle eld Tech
101
Stage 2: Late Childhood
52
Target Numbers
141
Stage 3: Higher Education (Optional)
52
Complexity Rating
141
THE FIRES OF HELL: THE MISSION BEGINS
102
Stage 4: Real Life (Optional)
53
Subskills
141
Stage 0 Modules: A liations
Stage 0 Modules: A liations
53
Specialties
pecialties
141
141
53
Universal Experience Points
Universal Experience Points
53
53
Tiered Skills
Tiered Skills
141
141
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Available Skills
141
Melee Combat Rolls
175
Movement Modi ers
230
Available Skills
141
Melee Combat Rolls
175
Movement Modi ers
230
Acrobatics
A obatics
141
141
Melee Combat Limits
Melee Combat Limits
175
175
Terrain Types
Terrain Types
230
230
Acting
142
Range and Line of Sight
175
Clear
231
Acting
142
Range and Line of Sight
175
Clear
231
Administration
143
Other Combat Modi ers
175
Vegetation
231
Animal Handling
143
Special Melee E ects
175
Rough
232
THE UNIVERSE
THE UNIVERSE
BEFORE YOU
Appraisal
143
Damage Resolution
177
Ice
232
BEFORE YOU
Archery
143
Damage Notation
177
Water
232
Art
144
Standard Damage vs. Fatigue
179
Paved
232
Artillery
144
Standard Ranged Attack Damage
179
Urban
232
Career
144
Standard Melee Attack Damage
180
Magma
233
Climbing
144
Continuous Damage
180
Terrain Conditions
233
BASIC
GAMEPLAY
BASIC
Communications
144
Falling Damage
181
Soft Terrain
233
Computers
145
Fatigue
182
Fragile Terrain
234
GAMEPLAY
Crytopgraphy
145
Damage E ects
182
Dynamic Terrain
235
Demolitions
146
Injury Modi ers
182
Weather Conditions
236
Disguise
146
Fatigue Modi ers
183
Exotic Conditions
237
Driving
146
Consciousness Check
184
High/Low Gravity
237
Escape Artist
147
Bleeding E ect
184
Creatures
238
CHARACTER
CHARACTER
CREATION
Forgery
147
Death
184
Encounters
239
CREATION
Gunnery
147
Tactical Kill
184
Creature Attributes
239
Interest
147
Stun
184
Creature Skills
239
Interrogation
148
Traits and Damage E ects
184
Creature Combat
240
Investigation
148
Armor and Barrier E ects
185
Creature Compendium: Terrestrials
241
Language
148
Armor and Barrier Types
185
Creature Compendium: Extraterrestrials
242
Leadership
148
AP vs. BAR
185
Creatures Table
245
TRAITS
Martial Artists
149
Armor Degradation
186
Diseases
245
MedTech
149
Stacked Armor
188
Medical Maintenance
245
Melee Weapons
149
End Phase
189
Random Disease E ects
248
Navigation
150
Bleeding and Continuous Damage
189
Negotiation
150
Fatigue
189
THE FIRES OF HELL:
STORMING THE OBJECTIVE
Perception
151
Resolving Extended Actions
250
Piloting
151
and Automatic Events
189
SKILLS
Prestidigitation
152
Optional Personal Combat Rules
189
Protocol
152
Morale Checks
189
EQUIPMENT
Running
153
Hit Locations
190
Science
153
Knockdown Damage
192
Overview
254
Security Systems
153
Lethality Reduction
192
Supply and Demand
254
Sensor Operations
153
Healing and Recovery
192
Equipment Ratings
254
COMBAT
Small Arms
153
General Healing Rules
192
Acquiring Gear
256
Stealth
154
Normal (Unassigned) Healing
193
Using Equipment
259
Strategy
154
Assisted Healing
193
Equipment Data
259
Streetwise
154
Surgery
193
Repairs
259
Support Weapons
154
The Warrior’s Catalog
260
Surgery
154
THE FIRES OF HELL: HEAVY ARTILLERY
196
TACTICAL
TACTICAL
COMBAT
Melee and Archaic Weapons
260
Survival
156
COMBAT
ADDENDUM
Archaic Melee Weapons
260
Swimming
156
ADDENDUM
Archaic Ranged Weapons
260
Tactics
156
TACTICAL COMBAT
ADDENDUM
Modern Melee Weapons
260
Technician
157
Small Arms
264
Thrown Weapons
158
Ballistic Weapons
264
Tracking
158
Energy Weapons
265
SPECIAL
SPECIAL
CASE
Overview
200
Training
159
Flechette Weapons
266
CASE
RULES
Vehicular vs. Infantry Units
201
Zero-G Operations
159
Gauss Weapons
272
The Combat Turn
202
RULES
Gyrojet Weapons
272
Initiative Phase
204
THE FIRES OF HELL: RECON
160
Miscellaneous Small Arms
272
Rolling Tactical Initiative
204
Support Weapons
272
Tactical Action Sequence
205
Machine Guns
272
Tactical Action Resolution
205
COMBAT
Grenade Launchers and Mortars
274
Action Phase
206
EQUIPMENT
Missile Launchers
276
Action Sequence
206
Overview
164
Recoilless Ri es
276
Movement Actions
206
The Combat Turn
164
Support Energy Weapons
276
Vehicular Combat
209
Initiative Phase
164
Support Gauss Weapons
276
Weapon Damage Conversion
211
Action Phase
164
Explosives
277
Margin of Success/Failure in Tactical Combat 212
End Phase
164
Standard Explosives
277
Vehicular Weapon Traits
212
GAMEMASTERING
GAMEMASTERING
GUIDE
Initiative Phase
164
Demolitions
279
Battle Armor Weapons
214
GUIDE
Individual vs. Squad and Team Initiative
165
Ordnance
279
Damage to Vehicle Pilots/MechWarriors
218
Initiative Modi ers
166
Specialty Ammunitions
279
Physical Attacks
218
Holding Action
166
Weapon Accessories
285
End Phase
218
Action Phase
166
Personal Protective Equipment
287
Heat (‘Mechs and Fighters)
218
Movement Actions
167
Flak Armor
287
Special Pilot Abilities
219
Movement Modes and Maneuvers
167
Ablative Armor
287
Gunnery Abilities
219
INDEX
Terrain and Encumbrance
169
Ablative/Flak (AB/FLAK) Armor
287
Piloting Abilities
222
Movement From Previous Turn
170
Ballistic Plate Armor
287
Miscellaneous Abilities
225
Command Cohesion
170
Neo-Chainmail Armor
287
Resolving Actions in Personal Combat
171
Myomer Armor
287
THE FIRES OF HELL: JOURNEY
226
Ranged Combat Resolution
171
Concealed Armor
289
Ranged Attack Roll
171
Combat Armor Accessories
289
Ranged Line of Sight
171
Standard Armor Kits
291
SPECIAL CASE RULES
Other Combat Modi ers
172
Exotic Armor
291
Special Ranged Attack E ects
Special Ranged Attack E ects
172
Hostile Environment Gear
Hostile Environment Gear
291
172
291
Planetary Conditions
Planetary Conditions
230
230
Melee Combat Resolution
Melee Combat Resolution
175
Stealth Gear
Stealth Gear
297
297
175
3
3
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