It is the 31st century. Across the vastness of interstellar space, awesome powers vie for supremacy. Amidst this swirl of unending conflict stride BattleMechs, huge robotic weapons of war piloted by elite MechWarriors. Join the action, taking on any one of an endless variety of roles, from spy to smuggler, mercenary to MechWarrior. As a character from the Inner Sphere, the Clans or the Periphery, you will decide the ultimate fate of the galaxy. Enter the exciting BattleTech universe in this all-new third edition of the MechWarrior roleplaying game. This book contains all the rules and source material players and Gamemasters need. Completely redesigned for faster and easier play, it features a unique character creation system that generates game abilities and background story at the same time.
A sci-fi stat wonks dream, this game has a mind-bogling level of technical detail. Create mechs from the ground up, outfitting them with armour, weapon and nav systems, heatsinks and jump-jets, et cetera. Then fight (thats the point, after all)! Here's where al the detail bogs down. Which way is your mech facing? Your torso? Are the weapons you're using on your torso carriage or the arms when determining your LOS firing arc? Check off the missiles fired, roll for mech hit, roll for area hit, roll for initial damage; is it soaked by armour, or does it damage infrastructure? Is any hardware hit? How about ammo? If so, roll for additional damage. Total heat generated by weapons and movement, subtract heat-sinks, check for heat-damage (calculate weather/teritory mods), roll for your pilots mental state . . . very slow, when all you want to do is blow the crap out of your opponents Scorpion. One of the few things that, when video-games replaced it (even the early polyhedron IBM game), I wend digital and never looked back.