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BattleTech: BattleMech Manual
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BattleTech: BattleMech Manual

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    •    Standing from seven to sixteen meters tall, and weighing from twenty to one hundred tons
    •    Powered by an armored and shielded fusion reactor
    •    Skeleton of honeycombed, foamed aluminum core wrapped with stressed silicon carbide monofilament and sheathed by a rigid, titanium-steel shell
    •    Locomotion generated via bundles of polyacetylene-fiber myomer muscles
    •    Protected by aligned-crystal steel over a layer of boron nitride impregnated with diamond monofilaments Mounting a swath of powerful weapons from charged particle beams to lasers, missiles to rapid-fire autocannons
    •    All at the command of the noble elite, the MechWarriors
The modern BattleMech is the end result of more than three thousand years of battlefield technology development. Combining awesome destructive power and unparalleled maneuverability, the BattleMech is perhaps the most complex machine ever produced. The undisputed master of thirty-first century warfare, the BattleMech seems destined to reign supreme for centuries to come.

—Excerpts from a promotional pamphlet originally distributed by Defiance Industries of Hesperus, Lyran Commonwealth, 3007

Using the most up-to-date rules text, the BattleMech Manual has been designed from the ground up to cater to the BattleTech player wanting to engage in an all-’Mech battle. Includes a variety of optional rules, terrain and more.


Welcome to the most table-usage-friendly BattleTech rulebook ever published!

 
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Discussions (2)
Customer avatar
Mark H May 14, 2018 12:41 pm UTC
PURCHASER
If I wanted to use any of the Battletech RPG rules with this particular ruleset, which ones already available would be the most compatible?
Customer avatar
Keith H May 14, 2018 4:01 pm UTC
PURCHASER
All of them. That is to say, while A Time of War is the most recent Battletech RPG edition, the Battlemech Manual makes no references to any RPG elements: it deals solely with the tabletop board/minis game. And since the mech rules have hardly changed at all over the decades (you've seen more equipment added, but the base rules for play are almost exactly the same), any of the older BT RPG rulesets will still be fully compatible: they'll just approach the RPG side in different ways.

As such, you can take the Manual rules and expand on them with any Battletech RPG you want. Personally, I would not recommend 3rd edition; the most common to use are either 2nd edition or A Time of War. But ultimately as a setting with no magic, aliens, psionics, or much in the way or personal-scale supertech, you can use pretty much any RPG system you like, if you're willing to do a bit of minor conversion work.
Customer avatar
Mark H May 14, 2018 4:16 pm UTC
PURCHASER
Thanks Keith......A Time of War seems quite daunting from the page count, especially with extra from its Companion. I might plump with Classic Battletech RPG, although even that is still quite lengthy at 210 pages.
Customer avatar
Keith H May 14, 2018 4:19 pm UTC
PURCHASER
No problem. The Classic RPG is 3rd edition renamed: while it's shorter than AToW, I found it at the table to be clunky as hell, and with a painful character creation process (though the random lifepaths can be fun if people are willing to surrender themselves to the will of the dice). If short and sweet is your priority, MW 2nd edition is the clear winner.

But ultimately anything will work. Good luck!
Customer avatar
Mark H May 14, 2018 5:10 pm UTC
PURCHASER
In that case I shall have a rethink.....thanks again
Customer avatar
Trenton A May 09, 2018 6:06 am UTC
If I want to get started in Battletech running a campaign with friends which would be the better investment? I want to be able to run battles with campaign rules for repairs and handling money in-between so that the players care about the danger they place their mechs in. I would also like to be able to utilize vehicles as simpler enemies in some missions for them so they arent only ever fighting mechs. Anyways which makes more sense to do this if I own no prior books?

BattleTech Battle Mech Manual & Technical Readout Succession Wars

OR

Battletech Total Warfare & Technical Readout 3039

Also will Campaign Operations work well with either of those sets? Is it necessary for running an intro campaign?
Customer avatar
Keith H May 10, 2018 2:09 am UTC
PURCHASER
You're choosing to dive into hard mode by going straight into all unit types, and maintenance for all of them, and running a mercenary unit as well. Good luck.

As for books, the Battlemech Manual is an excellent book in my thoroughly biased opinion, but it isn't what you in particular need. You'll want you Option #2, plus Record Sheets 3039 Unabridged, plus Strategic Operations (maintenance rules) and Campaign Operations (mercenary unit creation rules).
Customer avatar
Trenton A May 11, 2018 4:45 pm UTC
Let me ask this, does this make things particularly challenging for me as the guy running OpFor or does this also greatly increase the difficulty for my players? I worry if I throw them in too deep then they'll be afraid to give the system another go. They all have some experience with tabletop RPGs but few have any real wargame experience. I figured throwing them each in as a single battlemech and having me run the opposing stuff would work okay.
Customer avatar
Keith H May 11, 2018 4:55 pm UTC
PURCHASER
Assuming by "this" you mean your proposed campaign plan and not the Battlemech Manual, then yes, this is increasing the difficulty for your players, because someone is going to have to keep track of expenses, parts, and supplies for the player' mercenary unit. You can take on a lot of the burden--even most, I'd say--but if you want the players to have any meaningful decisions and the feel of financial risk that you've mentioned in such a game, you'll have to give them some of the work to go with it. If you've got a guy who likes that sort of in-game accounting (not common, but definitely not unheard of; Battletech tends to attract these sorts), they'll love this. If you just have guys who want to blow stuff up, the idea of accounting but in space is still probably going to be a turn-off.

I'd suggest starting with the Battlemech Manual and some simple battles, then maybe forming a unit around the group and fighting a bit more, and only then begin introducing other units types and accounting...See more
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Product Information
Gold seller
Rule System(s)
Pages
150
Publisher Stock #
E-CAT35010
File Size:
75.41 MB
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File Last Updated:
July 22, 2017
This title was added to our catalog on July 22, 2017.