A REVISED EDITION B T SHIFT INTO HIGH GEAR! …

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SHIFT INTO HIGH GEAR! Rediscovered Star League technology gives the Inner Sphere a new edge on the battlefield! But new weapons require new tactics; now as never before, ingenuity counts more than tougher ’Mechs® and bigger guns. Maximum Tech brings BattleTech players into this brave new world of warfare, where thinking on your feet can win the day. Take your BattleTech games to the max with Maximum Tech, the ultimate expansion rulebook for BattleTech players. Maximum Tech is packed with dozens of Level Three optional rules, including new weapons and equipment for Inner Sphere and Clan forces; expanded rules for vehicles and infantry; double-blind rules; revised and expanded artillery rules; and much more! This revised edition of Maximum Tech has been updated for use with the BattleTech Master Rules as well as incorporating the units presented in the Technical Readout: 3060 and Record Sheets: 3060 into the Battle Value units table. Sample file

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MAXIMUMTECH

MAXIMUMTECH

MAXIMUMTECH

MAXIMUMTECHMAXIMUM

TECH

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INTRODUCTION 5How to Use this Book 6

Levels of BattleTech 6TERRAIN AND MOVEMENT 7

Expanded Terrain and Weather Rules 7Base Terrain 9New Terrain Types 9Terrain Conditions 10Weather Conditions 11Bog Down 12Careful Movement 12High/Low Gravity 12Heat Scale Modifiers 12

Movement Modes 13Sprinting 13Evading 13Backward Movement 13Climbing and Leaping 14

Skidding 14Vehicle Skidding 15Skids and Terrain Features 15

Piloting Skill Rolls 15Taking Damage 15Kicking and Pushing Attacks 16Attempting to Stand 16Leg Damage 16

Movement Dice 16COMBAT 17

General Rules 17Expanded Critical Damage 17Floating Critical Rule 19Hit Location 19Engine Explosions 19Hull-Down 20Glancing Blows 20Target Movement Modifiers 20Called Shots 21

Weapon Attacks 21Line of Sight and Dead Zones 21Damage 22Advanced Firing 23Partial Cover 24

Physical Combat 25Piloting Skill 25Clan Pilots 25New Attack Types 25Charging 26Death from Above 26Accidental Falls from Above 27

Heat 27Avoiding Shutdown 27

VEHICLES 28Vehicle Crews 28

Crew Numbers and Abilities 28Movement 28

Lance Movement 28Speed 28Turn Modes 29Advanced Maneuvers 29Vehicle Skidding 30

Combat 30Firing Arcs 30Movement Modifiers 31Hit Location 31Critical Damage 31Damage from Fire 33Minefields 33Vehicle Destruction 33

VTOL Combat 33VTOL Hit Location 33VTOL Critical Hits 33VTOL Special Attacks 34

INFANTRY 36Rules 36

Squad Deployment 36Damage 36Morale 37

Equipment 38ECM and Camo Suits 38Field Guns 38Heavy Armor 39LRM Infantry 39NARC 40TAG 40

Special Operations 40Paratroops 40Anti-BattleMech Infantry 40Engineers 41Underwater Operations 42

MISCELLANEOUS RULES 43Artillery 43

Ranges and Flight Times 43Damage 43Artillery Ordnance 43Field Artillery 44Onboard Artillery 45Counter-Battery Fire 45

Abilities 45Advanced Abilities 45

Dueling Rules 47Action Phase 47Special Dueling Rules 47

TABLE OF CONTENTS

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Structures 48Structure Types 48Installing Weapons and Equipment 49

Smoke 50Light and Heavy Smoke 50Smoke Drift/Dissipation 51

Concealing Information 51Record Sheets and Set-up 51Available Information 51Scanning 51

Double-Blind Rules 52Sequence of Play 52Movement Phase 52Spotting Phase 53Weapon Attack Phase 54Physical Attack Phase 55

Scavenging and Repair 55Jury-Rigging 55

CONSTRUCTION 57General Rules 57

Technology Base 57Fractional Accounting 57Engines 57New Targeting and Tracking Systems 58Enhanced Satellite Uplinks 59

BattleMech Construction 59Cockpit Systems 59Gyroscopes 62Structural Options 62Turrets 63Critical Slot Limits 63Very Light ’Mechs 64Low-Tech and Utility ’Mechs 64

Vehicle Construction 65Super-Heavy Tanks 65Large Naval Vessels 65Turrets 65VTOL Options 66Special Vehicle Additions 67Drones 70

EQUIPMENT 72Active Probes 72

Bloodhound Active Probe 72Anti-Missile Systems 72

Laser Anti-Missile System 72Uses as a Weapon 72

Armor 72Hardened Armor 72Advanced Ferro-Fibrous Armor 74Laser-Reflective Armor 74Reactive Armor 74Patchwork Armor 75

Artemis V Fire-Control System 75Artillery Cannons 75Autocannons 75

Optional Firing Modes 76Special Munitions 76Light Autocannons 77

CASE II 77Coolant Pod 77ECM Suites 77

ECCM 77Angel ECM Suite 77

ER Pulse Lasers 78Flamers 78

Heavy Flamer 78Inferno Fuel 78

Grenade Launchers 78Firing 78Grenade Types 78

Hand-Held Weapons 79Construction 79Attacks 79Damage 79

Heat Sinks 80Compact Heat Sinks 80Laser Heat Sinks 80

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Jump Jets 80BattleMech Jump Pack 80Improved Jump Jets 81Mechanical Jump Boosters 81

Machine Guns 81Rapid-Fire Mode 81

Missile Launchers 81Improved Single-Shot Missiles 81Streak LRMs 81

Missile 82Hot-Loading 82Heat-Seeking Missiles 82Smoke Missiles 82

NARC Missile Beacon 82Bola Pods 83

Null Signature System 83Particle Projector Cannon (PPC) 83

PPC Capacitor 83Pulse Lasers 84

Optional Firing Modes 84X-Pulse Lasers 84

Supercharger 84Thunderbolt Launcher 84

COSTS 87LEVEL THREE BATTLE VALUES 90

General Rules 90BattleMechs 91Vehicles 92Infantry 92Structures 93

MASTER TABLES 94

© 1999-2005 WizKids, Inc. All Rights Reserved. Maximum Tech, Revised, Classic BattleTech,BattleTech, ’Mech, BattleMech, ProtoMech, AeroTech and WK Games are registered trademarksand/or trademarks of WizKids, Inc. in the United States and/or other countries. No part of thiswork may be reproduced, stored in a retrieval system, or transmitted in any form or by anymeans, without the prior permission in writing of the Copyright Owner, nor be otherwise circulatedin any form other than that in which it is published. Printed in the USA. Permission granted tophotocopy for personal use only.

Version 1.0 (May 2005), based on the 1st printing (2005) published by FanPro LLC, Chicago,Illinois,USA.

Published by FanPro LLC • 1608 N. Milwaukee • Suite 1005 • Chicago, IL 60647

Find us online:[email protected] (e-mail address for any Classic BattleTech questions)http://www.classicbattletech.com (official Classic BattleTech web pages)http://www.fanprogames.com (FanPro web pages)http://www.mwdarkage.com (official MechWarrior: Dark Age web pages)http://www.wizkidsgames.com (WizKids web pages)http://www.studio2publishing.com (online ordering)

CREDITS

WritingBryan Nystul

With material adapted from:BattleTech Tactical Handbook by Jim LongExplorer Corps by Chris HartfordMechWarrior Companion by Bryan Nystul and Blaine L. PardoeField Manual: Draconis Combine by Loren L. ColemanField Manual: Free Worlds League by Chris HartfordThe Periphery by Christopher Hussey

Project DevelopmentBryan NystulDevelopment Assistance

Randall N. Bills

Project EditingRob CruzSharon Turner MulvihillDiane Piron-Gelman

BattleTech Line DeveloperBryan Nystul

Editorial StaffEditorial Director

Donna IppolitoManaging Editor

Sharon Turner MulvihillAssociate Editors

Diane Piron-GelmanRob Cruz

Production StaffArt Director

Jim NelsonProject Manager

John BridegroomCover Art

Mike JacksonCover Design

Jim NelsonIllustrations

John Paul LonaKevin LongBrad McDevittMatt Plog

LayoutJohn “The Plague Lord” Bridegroom

PlaytestersCord Autry, Andrew Bethke, Peter Lee Bowman, David Briedis, Dave Brown, Eddie Brownlow, Rich Cencarik, Andrew Chattaway, Frank Crull, Richard E. Darr,

Robert R. Dougherty, Steve Edmons, Christopher D. Errett, Robert Feehan, George Fullbrunn, David Gameau, Dan Grendell, Brian P. Gruber, Andre Hafner, ChrisHartford, Lewis M. Helfer, Dan Hurda, Scott Jamison, Scott E. Johnson, Robert E. Kajtz, Robert G. Kranker, Bill Masino, Bryan Moorman, James W. Moorman Jr.,Eric Munzinger, Bob Nicholls, Henry Penninkilampi, David Peterson, Gregory K. Plambeck, Joseph L. Poulin, Chris Pope, Rick Raisley, Chris Raisley, ChristopherSmith, Chris Trossen, Vance V. Walsh Jr., Edward C. Witzlib, Josh Whitam, Beat Volkert.

Special Thanks To:Tracy Kannarr and L. Ross Babcock III, for their invaluable help on the Battle Value system.Hugh Browne, for his artillery rules.All of the people who sent in their suggestions for the contents of this book. Though you are too numerous to mention individually by name, your contribution

is greatly appreciated.

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Ever since the recovery of the Star League memory core atHelm, the general public has assumed that the Inner Spherewould soon re-experience its Golden Age of Technology. In morerecent years, the invasion by the Clans and the resulting acqui-sition of salvaged Clan weaponry seemed to reinvigorate theexpectation that the Great House militaries would soon achievetechnological parity with our new enemies.

Of course, we in the scientific community harbored no suchdelusions, for any scientist knows that simply possessing thepieces of a puzzle does not guarantee one can put it together.And when it comes to the puzzle of recovered technology, wedon’t even have all the pieces. In a few cases, such as the nowwidely used extralight engines and endo-steel construction tech-nology, we were able to assemble the puzzle quite quickly. Ourarmies managed to salvage nearly complete examples of thesetechnologies, which enabled us to create working field modelsof extralight engines and endo-steel frames in very short order.Our attempts to replicate other Clan weapons and equipment,however, have progressed much more slowly.

The slow progress of these efforts is primarily due to adearth of salvaged Clan technology and other data necessary forour design attempts. We at the New Avalon Institute of Science(NAIS) have enjoyed almost immediate access to the battlefieldsalvage obtained in Commonwealth battles against the Clans.But even we have received only small quantities of salvagedweaponry, and generally this weaponry has been in extremelypoor condition. (Undoubtedly, the strength of the Clan warmachine and the limited effectiveness of our own troops againstthe invaders results in limited opportunities to scavengeadvanced Clan weapons.) Other researchers in the Inner Spherehave had to work with even less.

Despite these conditions, Inner Sphere weapon andBattleMech designers have made notable progress in the effortto replicate Clan battlefield technology. Here at the NAIS, for

example, design teams have recently finalized work on proto-types of advanced autocannons modeled on salvaged Clan can-nons. On Luthien, manufacturers have managed to perfectStreak missile technology and are now producing larger launch-ers for the ’Mechs of the DCMS. And in the Free Worlds League,newly developed extended-range lasers are being widely distrib-uted to FWLM units even as we speak.

Unfortunately, limited supplies of construction materials,the high costs of producing advanced components and the sim-ple lack of adequate data have hobbled our more ambitious pro-jects. At the NAIS, for example, we have produced prototypes ofnew weapons and armor systems, as well as an enhancedBattleMech chassis. Though our computer models tell us thatthese designs should work, they still fail crucial tests. In othercases, we manage to replicate Clan weapons but simply lackthe knowledge and resources to mass-produce them—a consid-eration often lost on the rank-and-file soldiers and holovidreporters. Sure, the boys in laser weapons can make a perfectcopy of a Clan-tech extended-range large laser, but each lasermust be made by hand from materials rare even on New Avalon.Consequently, each such laser would cost as much as an entirelance of BattleMechs.

Rest assured, we at the NAIS will continue to push theenvelope of technology, as will our colleagues in design labsacross the Inner Sphere. This report illustrates the progress wehave already achieved in this endeavor and the likely directionsof future work. Some day, the advanced components describedhere may reach our boys in the field. Until then, they will have toget by with what they’ve got—and the promise of a brightertomorrow.

—Excerpted from an address delivered by Dr. GerhardtMarks, NAIS Research Coordinator, to the InterstellarSymposium on Military Technology, New Avalon, 4 March 3059

INTRODUCTION

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