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Battletech Core Rulebooks

Classic Battletech: Master Rules

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The BattleTech Master Rules (BMR) 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. The introductory game in the BattleTech line is the BattleTech, Fourth Edition boxed set. New players should pick up that product before diving into this one. In addition to presenting the game in a reference-work format, the BMR introduces many special case rules to the game that inexperienced players might find difficult to absorb all at once. The BattleTech Master Rules is not simply a rehash of the old rules. The book has been carefully reworked from previous editions to clarify confusing or contradictory information, and certain key sections, such as damage resolution, have been broken down into step-by-step procedures to make every rule as clear and concise as possible. The BMR also includes additional material to expand and enhance game play. In addition to the rules of BattleTech, this book contains an easy-to-use scenario creation system, the Battle Value system for rating units and balancing forces, and rules for translating the hex-based game of BattleTech into a tabletop miniatures game. These rules supersede all previously published rules, including the BattleTech Manual, the BattleTech Compendium, the BattleTech Compendium: The Rules of Warfare (BTC:RoW), and BattleTech, Fourth Edition. This book does contain a number of rules changes from previous editions. Most of the changes included in these rules are the direct result of player letters and calls asking FASA to clarify and tidy up the rules of BattleTech. In general, most changes made to the rules consist of rephrasing to clear up any confusion or ambiguities. We at FASA feel confident that these are the most complete, clear and concise rules for BattleTech ever presented. For experienced players who do not wish to reread all the rules in order to find what has changed, t

176 pages, Hardcover

First published May 28, 2003

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Profile Image for Mark Austin.
601 reviews5 followers
May 21, 2018
I met the group of friends that are still among my best friends via Battletech.

Until mid-7th Grade, lunch meant eating quickly, then heading outside seeking something to alleviate boredom and avoiding bullies. Then, one day, one of my (only) friends introduced me to these guys who stayed in all lunch, hunched at the end of a cafeteria table as though using their bodies as a wall to protect the bubble of fantasy that they were collectively creating. Some days the bubble contained D&D, but on that first day it was 25-100 ton, 2 inch tall war machines from a thousand-odd years in the future known as Battle Mechs.

I was hooked instantly.

It was a board game, but with infinite scenarios created by the players. It was a roleplaying game with a duration of one battle. It had a massive variety of pieces with various weapons, speeds, armor ratings, and special abilities and, if you weren't satisfied with the hundreds of options they provided, extensive, balanced rules for creating your own mechs.

The rules were extensive and, when using advanced optional rules, bordered on obsessive minutia but being a dysfunctional obsessive compulsive, I found learning them a delight. Unlike life, here there were clear-cut rules on how to do EVERYTHING!

The technical handout books not only contained dozens of mechs and vehicles, but each had its own history and backstory, as well as little personalized traits and quirks that had no effect on the game but made it all feel real, like commentary on how cramped the cockpits were for larger pilots or how awkwardly the control yokes were placed.

I don't know the state of the game currently aside from the nearly-direct computer port of this game that we always dreamed of finally coming out (just look up Battletech on Steam), but between the politically complex and interesting universe, detailed, comprehensive and seemingly balanced rules, and the relative speed of play, it filled a solid niche in our gaming schedule.

When the RPG came out (around college times for me) we even tried out a short lived mercenary game. Though we only got through a few sessions, it did send me on a month-long nostalgic binge re-reading the books and re-living a hundred battles fought in Middle and High School.
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