Catalyst 35001 - Total Warfare [2018] (5th printing).pdf
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Cover Artist:
Les Dorscheid
First Publication:
BattleTech Manual
Year:
1987
CORE GAME RULES
It is the 31st century, a time of endless wars that rage
across human-occupied space. As star empires clash,
these epic wars are won and lost by BattleMechs,
®
30-foot-tall humanoid metal titans bristling with lasers,
autocannons and dozens of other lethal weapons;
enough firepower to level entire city blocks. Your elite
force of MechWarriors® drives these juggernauts into
battle, proudly holding your faction’s flag high, intent
on expanding the power and glory of your realm. At
their beck and call are the support units of armored
vehicles, power armored infantry, aerospace fighters
and more, wielded by a MechWarrior’s skillful command
to aid him in ultimate victory. Will they become legends,
or forgotten casualties? Only your skill and luck will
determine their fate!
The product of more than twenty years of gaming
experience,
Total Warfare™
presents the rules of the
BattleTech®
game system as never before. For the first time,
all the rules for various units that have a direct impact on
the deadly battlefields of the thirty-first century appear in a
unified rules set: from BattleMechs to ProtoMechs, Combat
Vehicles to Support Vehicles, infantry to aerospace fighters
and DropShips. Interwoven and meticulously updated,
Total
Warfare
provides the most detailed and comprehensive
rules set published to date for
BattleTech—the
perfect
companion for standard tournament play.
Total Warfare
is the single-source rulebook for people who play
BattleTech.
It is not intended to teach new players the game, but
rather to serve as a reference work for people who know the
game, while introducing more technologies and expansive rules
than appear in the basic box set. The introductory game in the
BattleTech
line is the
BattleTech Introductory Box Set.
New players
should pick up that product before diving into this one.
Construction rules for the various units presented in
Total Warfare
can be found in
TechManual.
™
Under License From
®
©2007–2018 The Topps Company, Inc. All Rights Reserved. BattleTech Total Warfare, 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. Printed in China.
BATTLETECH
TOTAL WARFARE
TM
• CATALYST GAME LABS •
RA
Colonel John Marik-Johns leads an assault against ‘Emperor’ Baranov’s Fourth Tikonov Republican Guards on the contested world of Hall.
INTRODUCTION
Fiction
Fiction vs. Rules
Fiction and Art
3-D Terrain vs. Paper Maps
Standard vs. Advanced Rules
Rule Levels
Reader Response
BattleTech: More than a Game
Core Rulebooks
Technical Readouts
The Jihad
Handbooks
Historicals
Map Sets
Record Sheets
Where to Order?
Other Avenues
Iron Wind Metals
Catalyst Demo Teams
Classicbattletech.com
Battlecorps
HeavyMetal Software
Camo Specs Online
Fighting Pirannha Graphics
Virtual World Entertainment
Armorcast
WizKids
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13
COMPONENTS
Units
BattleMechs
IndustrialMechs
ProtoMechs
Combat Vehicles
Infantry
Conventional Fighters
Aerospace Fighters
Small Craft
DropShips
Support Vehicles
Other Units
Aerospace Units
Support Vehicles
Mobile Structures
Record Sheets
’Mech Record Sheet
IndustrialMech Record Sheet
ProtoMech Record Sheet
Combat Vehicle Records Sheets
Generic Conventional Infantry Record Sheet
Battle Armor Record Sheet
Aerospace Record Sheets
Support Vehicle Record Sheets
Mapsheets
Clear
Light Woods
Heavy Woods
Rough
Water
Pavement
Roads
Bridges
Buildings
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20
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31
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32
32
33
33
A TIME OF WAR
14
Railroads
Counters
Buildings and Bridges
Rubble
Dice
33
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33
MILITARY ORGANIZATION
34
PLAYING THE GAME
A Note on Scale and the Rules
Individual Unit Rules
Sequence of Play
Initiative Phase
Movement Phase (Ground)
Movement Phase (Aerospace)
Weapon Attack Phase
Physical Attack Phase
Heat Phase
End Phase
Unequal Numbers of Units
Warriors
Skills
Skill Improvement
Damaging a Warrior
Consciousness Rolls
Game Terms
Base To-Hit Number
Modified To-Hit Number
Modified Piloting/Driving Skill
Target Number
Modified Target Number
Attacker Movement Modifier
Target
Target Movement Modifier
Margin of Success/Failure (MoS/MoF)
Damage Value
Armor Value
Level, Elevation, Altitude
Attack Path/Flight Path
Mapsheet
Playing Area
Scenario
Mechanized
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Piloting/Driving Skill Rolls
Making Piloting/Driving Skill Rolls
Movement on Pavement
Bridge Movement
Skidding
Sideslipping
Falling
Determining Location After a Fall
Facing After a Fall
Falling Damage to a ’Mech
Falling Damage to the MechWarrior
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59
61
62
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67
68
68
68
68
69
INTRODUCTION
COMPONENTS
TRIAL OF POSSESSION
70
PLAYING
THE GAME
GROUND
MOVEMENT
AEROSPACE
MOVEMENT
AEROSPACE MOVEMENT
Game Terms
Mapsheets
Scale
Space Movement
Movement Direction
Movement Subphases
Thrust Points
Using Thrust Points
Facing
Facing Change
Special Movement Modes
Evasive Action
Rolling
High-G Maneuvers
Stacking
Atmospheric Movement
Turn Sequence
Space/Atmosphere Interface
High-Altitude Movement
Gravity
Low-Altitude Movement
Launching/Recovering Fighters/Small Craft
Landing and Liftoff
Carrying Units
Matching Mapsheets to Low-Altitude Hexes
Aerospace Units on Ground Mapsheets
Control Rolls
Out-of-Control Effects
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93
COMBAT
HEAT
BUILDINGS
PROTOMECHS
COMBAT
VEHICLES
SUPPORT
VEHICLES
WOLF ON THE MOUNTAIN
44
FIGHTING WITHDRAWAL
94
GROUND MOVEMENT
Movement Basics
Level Change
Minimum Movement
Prone ‘Mech Movement
Stacked Terrain
Movement Direction
Dropping to the Ground
Lateral Shift
Standing Up
Facing
Facing Change
Movement Modes
Standing Still
Walking/Cruising
Running/Flanking
Jumping
VTOL Movement
Wing-in-Ground-Effect (WiGE) Movement
Naval Movement
Underwater Movement (Non-Naval Units)
Stacking
Unit and Terrain Rules
Elevation and Depth Rules
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COMBAT
Game Terms
Attack Declaration
Torso Twist/Turret Rotation
Line of Sight
Levels and Height
Intervening Terrain
Partial Cover (’Mech Only)
Water Hexes
WEAPON ATTACKS
Ammunition Expenditure
Firing Arcs
Forward Arc
Left Side Arc
Right Side Arc
Rear Arc
Rotating the Firing Arcs
Reversing (Flipping) Arms
Firing Weapons
Base To-Hit Number
Modified To-Hit Number
To-Hit Modifiers
Specialized Attacks
Prone ’Mechs
98
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102
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105
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110
113
INFANTRY
AEROSPACE
UNITS
CREATING
SCENARIOS
PAINTING
MINIATURES
INDEX
3
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