Total Warfare (TW) has been carefully reworked from previous To play BattleTech, players will need dice, maps and counters Classic BattleTech rules editions to clarify confusing or contradictory or miniatures to represent the BattleMechs and/or other units information, folding in many years of Frequently Asked Questions used by each side. All of these items can be found in the Classic (FAQs), play testing and game play. In addition, for the first time BattleTech Introductory Box Set, the recommended product for in well over a decade, all the various rules sets that directly beginning Classic BattleTech players. For more information about affect BattleTech ground warfare—including aerospace rules the availability and use of these items, see Components, p. XX of covering units that can enter a planet’s atmosphere—appear this book. in a single volume, woven together to make sure that all rules function seamlessly with one another. Total Warfare also includes additional material to expand and enhance game play. Along with FICTION the rules of BattleTech, this book contains an easy-to-use scenario creation system, as well as a painting section that will have players Fiction has always played an important role in Classic BattleTech, quickly painting the plastic miniatures in the Classic BattleTech with more than seventy novels published to date (and well over Introductory Box Set, as well as priming them for the complete a hundred sourcebooks) fleshing out and expanding the universe Classic BattleTech line of metal miniatures from Iron Wind Metals. into its current, vibrant form. This book contains a number of rules changes from previous Classic BattleTech uses two different types of fiction to convey its editions. We feel confident that these are the most complete, clear story. “Story fiction” includes novels, novellas, short stories and so and concise rules for Classic BattleTech ever presented. on; fiction that puts the reader inside the heads of the characters As noted in the back cover text of this book, unlike previous that populate the universe. “Sourcebook fiction”—which appears editions of the BattleTech rulebook, no construction rules appear in the various Handbooks, Historicals, Technical Readouts and so on in Total Warfare; those rules are in the TechManual (see Core (see Classic BattleTech: More Than a Game, p. XX)—presents story Rulebooks, p. XX). elements as though the reader were a character transplanted into The rules in this book supersede all previously published rules, the game universe, reading military documents, historical texts, including the BattleTech Manual, the BattleTech Compendium, secret security briefs, intercepted personal communications, local BattleTech Compendium: The Rules of Warfare, BattleTech Master newspapers and so on. These two methods work hand-in-hand to Rules (standard and revised editions) and older editions of the bring the BattleTech universe to life. Classic BattleTech boxed set. Where applicable, these rules also While the current BattleTech novel line (MechWarrior: Dark Age) supersede sections of various other rules expansions, including deals with events transpiring three generations in the future of AeroTech 2, Revised; Maximum Tech, Revised; and so on. In other the Classic BattleTech era, story fiction still serves a vital function. words, if a rule in Total Warfare directly conflicts with rules in a Every Classic BattleTech sourcebook published by FanPro includes previously published rulebook or expansion, Total Warfare takes a short story. In addition, www.battlecorps.com publishes precedence. numerous Classic BattleTech stories every month that support product releases (sourcebooks and rulebooks), as well as the Even the graphic layout of rulebooks and sourcebooks— current Jihad story arc (see p. XX). the borders around the edges of a page, how the words are Because it hurls the players directly into the CBT universe, placed on the page and so on—are specifically designed to Total Warfare includes more “story fiction” than any core accentuate the universe. INTRODUCTION rulebook previously published for Classic BattleTech. Twelve For Total Warfare, the graphic design concept is that of a short stories offer a taste of the core factions with which computer interface. Specifically speaking, it is a computer players will come to associate, while conveying the theme of a from House Steiner’s (see Interstellar Treatise, p. XX) Nagelring; COMPONENTS given section of the rulebook; players can also use these stories one of their premier military academies (for more information to launch endless games and campaigns, whether set in the on House Steiner and specifically on the Nagelring, players current Jihad era or in the rich history of Classic BattleTech. should check out Handbook: House Steiner). PLAYING Finally, Interstellar Treatise (p. XX) and Military Organization To further cement this concept directly into a reader’s THE GAME (p. XX) provide two examples of the many different types mind, the art at the beginning of this section shows the very of “sourcebook fiction” players will discover in the various Nagelring military computer represented “in universe” by the sourcebooks published for Classic BattleTech. text and layout of this rulebook. GROUND MOVEMENT FICTION VS. RULES It is important to note that fiction, though essential in 3-D TERRAIN VS. AEROSPACE making the game universe come alive, should never be MOVEMENT construed as rules. While Classic BattleTech fiction usually PAPER MAPS attempts to adhere to the aesthetics established by the rules, Classic BattleTech at its core is a board game; players move COMBAT authors often use creative license to accomplish the needs of pieces on a hex-grid mapsheet. Unlike tabletop miniatures a given story. games, which use three-dimensional (3-D) terrain and rulers To eliminate confusion in Total Warfare about which sections to approximate movement and combat, the core Classic are fiction and which are rules, the fiction sections have a HEAT BattleTech game rules use specific, codified movement and unique look. In addition, all fiction sections are italicized in the combat ranges within a mapsheet’s hex grid. Table of Contents. Nevertheless, any game system that uses three-dimensional miniatures (such as the complete line of Classic BattleTech BUILDINGS FICTION AND ART miniatures sold by Iron Wind Metals; see p. XX) looks better From the moment of Classic BattleTech’s inception, it when played on 3-D terrain—hence the photos in this was conceived as a visually intensive universe. Though the rulebook. Three-dimensional terrain also enhances the feel PROTOMECHS Technical Readout series is one of the better examples of of the game. When using 3-D terrain, however, players should the importance of art in conveying the universe to a reader, note that Classic BattleTech requires hex-grids. every sourcebook employs art to work hand-in-hand with the While the Classic BattleTech Introductory Box Set, Total Warfare COMBAT fiction to bring the universe to life: from a stunning cover to and future rulebooks all require the playing area (whether VEHICLES the smallest illustration buried on a last page. mapsheets or 3-D terrain) to be a hex grid, some players may wish to learn how to play Classic BattleTech as a table- SUPPORT top miniatures game (using rulers and without the hex grid VEHICLES on 3-D terrain). Players can visit www.classicbattletech.com to download a free conversion rules set—Classic BattleTech Miniatures Rules—covering the differences between the two INFANTRY types of play. AEROSPACE UNITS CREATING SCENARIOS PAINTING MINIATURES INDEX STANDARD VS. CORE RULEBOOKS Following the introduction to the game through the Classic ADVANCED RULES BattleTech Introductory Box Set, the core rulebooks are the foundation of game play (and the universe) for the various aspects The rules presented in Total Warfare are considered the of Classic BattleTech. Total Warfare is standard rules of Classic BattleTech. They represent all tournament- the first in this new series of core appropriate rules: the “big” Classic BattleTech tournaments run rulebooks, delivering a breadth and directly by FanPro at the Origins International Games Expo®, any a visual presentation never before Gen Con Game Fair® and many other conventions all use the rules achieved. presented in Total Warfare. Classic BattleTech: Total Warfare Advanced rules—which will be presented in future books like will be followed by five more core Classic BattleTech Tactical Operations, Classic BattleTech Strategic rulebooks, which will act as the Operations (see Core Rulebooks, p. XX) and so on—provide more bedrock for any type of game depth for virtually every aspect of play. However, the additional players may wish to undertake: complexity makes such rules inappropriate for tournament play. Classic BattleTech TechManual (construction rules for the various RULE LEVELS units found in Total Warfare), Classic Previously, Classic BattleTech split its rules into levels. However, BattleTech Universe (a one-stop with the introduction of several new units and their construction guide to the places and people systems (notably IndustrialMechs and support vehicles), the lines of BattleTech), Classic BattleTech: between the levels became blurred. The current rules are simply Tactical Operations (advanced rules, classified as standard or tournament and advanced or non- equipment and units, including tournament, as appropriate. construction rules) Classic BattleTech RPG, Revised (a complete game system
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