Battletechtm

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Battletechtm BATTLETECHTM A TIMESample OF file WAR • CATALYST GAME LABS • THE FIRES OF HELL: GATHERING PLAYERS 6 Changing Affiliations 53 TRAITS Stage 1 Modules: Early Childhood 65 THE UNIVERSE BEFORE YOU Back Woods 65 Overview 106 Blue Collar 65 Trait Points 106 Welcome to the BattleTech Universe 16 Born Mercenary Brat 65 Character and Vehicle Traits 106 Starting Out 16 Farm 65 Positive, Negative and Flexible Traits 106 What is a Roleplaying Game? 16 Fugitives 65 Multiple Traits 107 What’s Needed to Play 17 Nobility 66 Opposing Traits 107 A Universe at War 21 Slave 66 Variable-Level Traits 107 House Davion (Federated Suns) 21 Street 66 Trait Descriptions 108 House Kurita (Draconis Combine) 21 Trueborn Creche 66 Alternate ID 108 House Liao (Capellan Confederation) 21 War Orphan 66 Ambidextrous 108 House Marik (Free Worlds League) 22 White Collar 66 Animal Antipathy 108 House Steiner (Lyran Alliance) 22 Stage 2 Modules: Late Childhood 67 Animal Empathy 108 ComStar 23 Adolescent Warfare 67 Attractive 108 Word of Blake 23 Back Woods 67 Bloodmark 109 The Clans 23 Clan Apprenticeship 67 Citizenship/Trueborn 109 The Periphery 24 Farm 67 Combat Paralysis 110 Combat Sense 110 A Brief History of BattleTech 25 Freeborn Sibko 67 Compulsion 110 Colonizing the Stars 25 High School 68 Connections 111 Age of War 25 Mercenary Brat 68 Star League 26 Custom Vehicle 112 Military School 68 Dark Secret 112 The Succession Wars 26 Prepatory School 68 Clan Invasion 26 Dependents 113 Space Family 69 Design Quirk 113 Civil War 27 Street 69 Jihad 27 Enemy 113 Trueborn Sibko 69 Equipped 116 The BattleTech Universe 31 Stage 3 Modules: Higher Education 70 Core Rulebooks 31 Exceptional Attribute 116 Overview 70 Techinical Readouts and Record Sheets 31 Extra Income 116 Choose Your Schooling 70 The Jihad 31 Fast Learner 117 Handbooks 32 Age 71 Fit 117 Historicals 32 Repeating Stage 3 71 G-Tolerance 118 Maps, Terrain and Miniatures 32 Stage 4 Modules: Real Life 74 Glass Jaw 118 Fiction 32 Age 74 Good Hearing 118 BattleCorps 32 Repeating State 4 74 Good Vision 118 Choose Your Rules 33 Agitator 74 Gregarious 118 Gamemaster Adjudication 33 Civilian Job 74 Gremlins 118 Fiction vs. Rules 33 Clan Watch Operative 74 Handicap 118 Clan Warrior Washout 75 Illiterate 119 Cloister Training 75 Impatient 119 Combat Correspondent 75 Implant/Prosthetic 119 BASIC GAMEPLAY ComStar/Word of Blake 75 In For Life 120 Cover Operations 76 Introvert 121 Overview 34 Dark Caste 77 Lost Limb 121 Characters 34 Explorer 77 Natural Aptitude 121 Character Record Sheet 34 Pain Resistance 121 Goliath Scorpion Seeker 78 Attributes 34 Patient 121 Guerilla Insurgent 78 Traits 36 Phenotype 121 Merchant 78 Skills 36 Sample file Poison Resistance 122 Personal Data 37 Ne’er-do-well 79 Poor Hearing 122 Combat Data 37 Organized Crime 79 Poor Vision 122 Biographical Data 37 Postgraduate Studies 79 Property 123 Inventory 37 Protomech Pilot Training 79 Rank 123 Vehicle Data 37 Scientist Caste Service 80 Reputation 124 Actions 38 Solaris Insider 80 Sixth Sense 125 Attribute Checks 38 Solaris VII Games 80 Slow Learner 125 Skill Checks 39 Think Tank 80 Tech Empathy 125 Opposed Actions 39 Tour of Duty 80 Thick-Skinned 125 Basic Action Resolution 40 To Serve and Protect 81 Thin-Skinned 126 Edge 42 Travel 82 Title/Bloodname 126 Purchasing Attributes, Traits and Skills 85 Toughness 127 Determining Final Levels 85 Transit Disorientation Syndrome 127 THE FIRES OF HELL: THE CALM BEFORE 44 Opposed Traits and Canceling Experience 87 Unattractive 128 Buying Additional Experience Points 89 Unlucky 128 Optional Points-Only Design System 89 Vehicle Level 128 CHARACTER CREATION Final Touches 91 Wealth 128 Defining Features 91 THE FIRES OF HELL: SECURING THE LZ 136 Overview 48 Character Background 91 Choosing the Character Concept 48 Purchasing Equipment 91 Character Creation Basics 49 Sample Characters 93 Points-Only Character Creation (Optional) 51 MechWarrior 94 SKILLS Prerequisites and Accumulating Experience 51 Tanker 95 Choosing Life Modules 52 Aerospace Pilot 96 Skills Overview 140 Stage 0: Affiliation 52 Elemental 97 Using Skills 140 Stage 1: Early Childhood 52 Scout 98 Linked Attributes 140 Stage 2: Late Childhood 52 Faceman 99 Target Numbers 141 Stage 3: Higher Education (Optional) 52 Renegade Warrior 100 Complexity Rating 141 Stage 4: Real Life (Optional) 53 Battlefield Tech 101 Subskills 141 Stage 0 Modules: Affiliations 53 Specialties 141 Universal Experience Points 53 THE FIRES OF HELL: THE MISSION BEGINS 102 Tiered Skills 141 Available Skills 141 Melee Combat Rolls 175 Movement Modifiers 230 Acrobatics 141 Melee Combat Limits 175 Terrain Types 230 Acting 142 Range and Line of Sight 175 Clear 231 Administration 143 Other Combat Modifiers 175 Vegetation 231 THE UNIVERSE Animal Handling 143 Special Melee Effects 175 Rough 232 BEFORE YOU Appraisal 143 Damage Resolution 177 Ice 232 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 Communications 144 Falling Damage 181 Soft Terrain 233 GAMEPLAY Computers 145 Fatigue 182 Fragile Terrain 234 Crytopgraphy 145 Damage Effects 182 Dynamic Terrain 235 Demolitions 146 Injury Modifiers 182 Weather Conditions 236 Disguise 146 Fatigue Modifiers 183 Exotic Conditions 237 Driving 146 Consciousness Check 184 High/Low Gravity 237 Escape Artist 147 Bleeding Effect 184 Creatures 238 CHARACTER 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 Effects 184 Creature Combat 240 Investigation 148 Armor and Barrier Effects 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 Arts 149 Armor Degradation 186 Diseases 245 MedTech 149 Stacked Armor 188 Medical Maintenance 245 Melee Weapons 149 End Phase 189 Random Disease Effects 248 Navigation 150 Bleeding and Continuous Damage 189 Negotiation 150 Fatigue 189 THE FIRES OF HELL: Perception 151 Resolving Extended Actions STORMING THE OBJECTIVE 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 TACTICAL Surgery 154 THE FIRES OF HELL: HEAVY ARTILLERY 196 Melee and Archaic Weapons 260 Survival 156 Archaic Melee Weapons 260 COMBAT Swimming 156 Archaic Ranged Weapons 260 ADDENDUM Tactics 156 TACTICAL COMBAT Modern Melee Weapons 260 Technician 157 Sample file Small Arms 264 Thrown Weapons 158 ADDENDUM Ballistic Weapons 264 Tracking 158 Energy Weapons 265 Training 159 Overview 200 SPECIAL Flechette Weapons 266 CASE Zero-G Operations 159 Vehicular vs. Infantry Units 201 Gauss Weapons 272 The Combat Turn 202 Gyrojet Weapons 272 RULES THE FIRES OF HELL: RECON 160 Initiative Phase 204 Miscellaneous Small Arms 272 Rolling Tactical Initiative 204 Support Weapons 272 Tactical Action Sequence 205 Machine Guns 272 COMBAT Tactical Action Resolution 205 Grenade Launchers and Mortars 274 Action Phase 206 Missile Launchers 276 Action Sequence 206 EQUIPMENT Overview 164 Recoilless Rifles 276 Movement Actions 206 Support Energy Weapons 276 The Combat Turn 164 Vehicular Combat 209 Initiative Phase 164 Support Gauss Weapons 276 Weapon Damage Conversion 211 Explosives 277 Action Phase 164 Margin of Success/Failure in Tactical Combat 212 End Phase 164 Standard Explosives 277 Vehicular Weapon Traits 212 Demolitions 279 Initiative Phase 164 Battle Armor Weapons 214 GAMEMASTERING Individual vs. Squad and Team Initiative 165 Ordnance 279 Damage to Vehicle Pilots/MechWarriors 218 Specialty Ammunitions 279 GUIDE Initiative Modifiers 166 Physical Attacks 218 Holding Action 166 Weapon Accessories 285 End Phase 218 Personal Protective Equipment 287 Action Phase 166 Heat (‘Mechs and Fighters) 218 Movement Actions 167 Flak Armor 287 Special Pilot Abilities 219 Ablative Armor 287 Movement Modes and Maneuvers 167 Gunnery Abilities 219 Terrain and Encumbrance 169 Ablative/Flak (AB/FLAK) Armor 287 Piloting Abilities 222 Ballistic Plate Armor 287 INDEX Movement From Previous Turn 170 Miscellaneous Abilities 225 Command Cohesion 170 Neo-Chainmail Armor 287 Myomer Armor 287 Resolving Actions in Personal Combat 171 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 Other Combat Modifiers 172 SPECIAL CASE RULES Exotic Armor 291 Special Ranged Attack Effects 172 Hostile Environment Gear 291 Melee Combat Resolution 175 Planetary Conditions 230 Stealth Gear 297 3 Non-Combat Attire 297 Traits 333 Bloodnamed (Greater, General Bloodhouse) 355 Battle Armor and Exoskeletons 298 Skills 333 Bloodnamed Special Game Rules 300 Training 334 (Greater, Phenotype Bloodhouse) 356 Electronics 300 Downtime 334 Bloodnamed Communications Equipment
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