Total Warfare
Description
The primary sourcebook for tournament play of Classic BattleTech. The organization of the book has been significantly altered from the previous twenty-plus years of prior editions (of the core rulebook). The intent of the title is to present all current tournament-level rules for play in one tome. The book is not intended for novices, but for dedicated players and judges.
Contents
- Introduction
- Fiction vs. Rules and Art (a discussion)
- 3-D Terrain vs. Paper Maps (a discussion)
- Standard Vs. Advanced Rules (a discussion)
- Classic BattleTech (a tour of the basic book types)
- Where to Order and Other Sources of Gaming Support
- Components
- Units - a discussion of:
- BattleMechs
- IndustrialMechs
- ProtoMechs
- Combat Vehicles
- Infantry
- Conventional Fighters
- Aerospace Fighters
- Small Craft
- DropShips
- Support Vehicles
- Other Units - a discussion of:
- Aerospace Units (JumpShips, WarShips, Space Stations)
- Support Vehicles (Rail, Satellites)
- Mobile Structures
- Record Sheets
- Mapsheets
- Counters
- Dice
- Units - a discussion of:
- Playing the Game
- Sequence of Play
- Unequal Numbers of Units
- Warriors
- Skills and Skill Improvements
- Damaging a Warrior and Conciousness Rolls
- Game Terms
- Ground Movement
- Movement Basics
- Facing
- Movement Modes
- Stacking
- Piloting/Driving Skill Rolls
- Movement on Pavement
- Falling
- Aerospace Movement
- Space Movement
- Thrust Points
- Facing
- Special Movement Modes
- High-G Manuevers
- Stacking
- Atmospheric Movement
- Matching Mapsheets to Low-Altitude Hexes
- Control Rolls
- Combat
- Attack Declaration
- Line of Sight
- Weapon Attacks
- Physical Attacks
[more]
Notes
- One of the few hard-cover titles made for general release.
- Most major sections of the book are preceeded by a short story that is relevant to that section. For example, the rules for infantry use are preceeded by a story about infantry guarding a checkpoint.