Technical Readout 3145 - Republic of the Sphere.pdf

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TECHNICAL READOUT 3145
The great experiment
that was the Republic
of the Sphere has
failed. Withdrawn
behind the Fortress
walls, the once-
great power has
become a silent,
opaque remnant
of its former glory.
Without its influence,
old hatreds have risen
anew. As war once
more rages across
the Inner Sphere,
new equipment
strides across
ancient battlefields.
Technology, once
stagnated by trade
restrictions and
peace treaties, now
surges forward again,
testing these new
machines in the fierce
crucible of war.
Technical Readout:
3145
introduces the
wave of new battle
armor, vehicle, ‘Mech,
and aerospace units
appearing across
the Inner Sphere in
the Dark Age era.
Featuring new and
matured technology,
and presented in
this series of faction-
specific PDFs, these
combat units will add
excitement and variety
to any game table.
For use with
BattleTech, Total
Warfare, Tactical
Operations,
and
Strategic Operations.
REPUBLIC OF THE SPHERE
CREDITS
Writing
Jason Schmetzer
Mike Timbers
Product Development
Jason Schmetzer
Development Assistance
Herbert A. Beas II
Product Editing
Jason Schmetzer
BattleTech Line Developer
Herb A. Beas II
Assistant Line Developer
Ben H. Rome
Production Staff
Art Director
Brent Evans
Assistant Art Director
Ray Arrastia
Cover Art
Anthony Scroggins
Cover Design
Ray Arrastia
Layout
Ray Arrastia
Illustrations
Chris Daranouvong
Stephen Huda
Chris Lewis
Justin Nelson
Matt Plog
Unit Stats and Record Sheets
Ray Arrastia
Sebastian Brocks
Craig Gulledge
Joel Bancroft-Connors
Herb Beas
Keith Hann
John Haward
Johannes Heidler
Luke Robertson
Paul Sjardijn
Chris Smith
Mike Timbers
Chris Wheeler
Matt Wilsbacher
Proofers and Fact Checkers
Roy Carl, Rich Cencarik, Brent Ezell, Stephan
Frabartolo, Joshua Franklin, William Gauthier, Johann
Haderer, Keith Hann, Jason Hansa, Johannes Heidler, Ross
Hines, Iain Macleod, Darrell Myers, Jason Paulley, Joshua
C. Perian, Jan Prowell, Christopher Purnell, Craig A. Reed,
Jr., Luke Robertson, Andreas Rudolph, Eric Salzman, Sam
Snell, Mike Timbers, Øystein Tvedten, Elliotte C. Want, Chris
Wheeler, Matt Wilsbacher, Patrick Wynne, Mark Yingling.
STAR LEAGUE ERA CLAN INVASION ERA
JIHAD ERA
SUCCESSION WARS ERA
CIVIL WAR ERA
DARK AGE ERA
©2013 The Topps Company Inc. All Rights Reserved. BattleTech Technical Readout: 3145 (Republic of the Sphere), Classic BattleTech,
BattleTech, BattleMech, and ’Mech are registered trademarks and/ or trademarks of The Topps Company Inc. in the United States
and/ or other countries. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Productions, LLC.
INTRODUCTION
When Exarch Levin raised the Fortress in 3135, the majority of the Republic’s citizens felt abandoned. Not those in Prefecture X, of course, since they were inside
the Fortress, but the citizens of the other nine prefectures quickly fell to the nearest aggressor. Ten years later, an entire generation of children has been born and
made citizen of whatever nation or faction controls their world. Ten years later, Devlin Stone has returned.
Ten years later, the Fortress has served.
The idea of the military withdrawal is one that every recruit learns, and every officer, whether Republic or not, knows that he or she will almost certainly be
called upon to lead one. The sacrifice of space for time, the time necessary to build powerful defenses and assemble counterattacking forces, always lays hard on
the those left behind. Our brethren outside the Fortress have paid the price, many of them the ultimate one, to give us time to rebuild the RAF, and assemble the
forces that will reclaim both the Republic and the peace.
Safe behind the Fortress, led by Devlin Stone, we have done that.
The people outside the Fortress will understand, once the walls come down and we begin the liberation. Our new regiments and battalions, inspired by Devlin
Stone himself and led by our knights and paladins, will march across the captured worlds and return the light of the Republic to our people. It is only their sacrifice
that has made this possible, and they will be made to know that we value this sacrifice by our tenacity and our ferocity in freeing them from the boots of invaders.
The expansion of the RAF has led to a renaissance of new technologies and equipment. New ’Mechs, battlesuits and vehicles have flowed from the manu-
factories across Prefecture X. Equipment designed and built by ComStar before its betrayal and destruction now strides across Republic worlds under our colors.
Fearsome new war machines stride out of the RISC facilities on Devil’s Rock, proving to our own citizens and our enemies both the resolve of our new military.
New combat equipment has been built. New soldiers have been trained, and officers tested. On the battlefields where the rebels of the Senate Alliance were
defeated, on the rough stones where ComStar’s outlawed Com Guards fought and died, our new military found its footing.
All of our soldiers—be they Hastati, Triarii, Principes or Stones—stand ready to reclaim the Republic. In our absence the rest of the Inner Sphere has devolved
into the same petty warfare that carried along four succession wars. If we had no other guide, the example of the decades of peace while the Republic shone would
be enough to prove the rightness of our cause.
—Paladin Janella Lakewood
12 October 3145
GAME NOTES
Technical Readout: 3145 (Republic of the Sphere)
covers a wide breadth of units and equipment. To understand how these various units plug into the core
BattleTech
rulebooks,
it’s useful to cover how the various rulebooks interact.
Standard Rules
The
Total Warfare
(TW) and
TechManual
(TM) rulebooks present the core game and construction rules for
BattleTech
(BT), otherwise referred to as the standard rules. In addition, to reflect
the advancement and proliferation of new technologies, several Advanced Rules items from
Tactical Operations
have been reclassified as Standard Rules items for games set in the Dark Age era.
Advanced Rules
Beyond the standard rules a legion of advanced rules exists, allowing players to expand their games in any direction they desire. In an effort to bring these rules to players in
the most logical form possible, the advanced rules are contained in three “staging” core rulebooks, each one staging up and building off of the previous rules set.
Tactical Operations
(TO) is the first in the “staging” advanced rulebooks. Its focus is on special situations and advanced terrain during game play, and applies directly to a game
as it unfolds on a world in the
BattleTech
universe.
Strategic Operations
(SO) is the second “staging” advanced rulebook. It stages a player up to the next logical area of play, focusing on “in a solar system” and multi-game play.
Interstellar Operations
(IO) is the third and final “staging” advanced rulebook. Players are staged up to the final level of play, where they can assume the roles of a House lord
or Clan Khan and dominate the galaxy.
HOW TO USE THIS TECHNICAL READOUT
Complete rules for using ’Mechs, vehicles, infantry, battle armor, fighters, and DropShips in
BattleTech
game play can be found in
Total Warfare,
while the rules for their construction can
be found in
TechManual;
some equipment is detailed in
Tactical Operations.
The rules for using JumpShips and WarShips, as well as their construction rules, can be found in
Strategic Operations.
The following three definitions are used to clarify the various types of equipment that appear in
Technical Readout: 3145 (Republic of the Sphere)
and are presented in the standard
and advanced rulebooks.
Standard:
most of these work with
Total Warfare
rules only, but some Advanced rules items may be present, requiring
Tactical Operations
for full effect.
Advanced:
Any equipment mass produced “in universe”; must have
Tactical Operations
and/or
Strategic Operations,
in addition to
Total Warfare,
to use.
Experimental Rules:
Any equipment not mass produced “in universe” because it is prohibitively expensive, extraordinarily sophisticated, exceedingly difficult to maintain or
simply deemed too unreliable or restrictive for widespread deployment; must have
Tactical Operations
and/or
Strategic Operations,
in addition to
Total Warfare,
to use.
Design Quirks
Every unit described in
Technical Readout: 3145 (Republic of the Sphere)
may have one or more listed positive and/or negative Design Quirks (see p. 193,
SO
and p. 204,
TRO: Prototypes).
These quirks are included to give each design a unique flavor. Use of these quirks is optional and should be agreed upon by all players before play begins.
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