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This BattleForce scenario set includes a detailed history of the three-month campaign, orders of battle for the units involved and eight scenarios that recreate the pivotal battles. The Clans From beyond known space come the Clans…hightech barbarians bring war and destruction to the Inner Sphere. The Jade Falcons were one of the fiercest and most brutal of these Clans. Preying on the Federated Commonwealth, they mercilessly slaughtered its defending forces. The most successful of the Jade Falcons forces were the Falcon Guards.

Led by Star Colonel Adler Malthus, the guards amassed an incredible string of victories. Their fate was to end up buried under tons of rock, entombed forever by Leftenant Kai Allard, giving the Federated Commonwealth its first victory over the Clans. This scenario pack recreats the battles for Twycross, with 15 BattleTech scenarios and 1 BattleForce scenario, following the Falcon Guaards from their greatest success to their final stand.

The Future of Warfare! The year is and war has ravaged the thousands of worlds of the Inner Sphere for centuries. Successor Lords send clashing armies to conquer their neighbors and re-establish the long-lost Star League. Though the BattleMech is the king of the battlefield, it is supported by a much vaster array of conventional vehicles that fight every where from premier border worlds to the back waters of beyond.

When in the hands of an experienced field commander, even a BattleMech must be leery when facing a company of tanks. This revised edition of the original Technical Readout: features the most common military vehicles of the Succession Wars. Additionally, this volume contains nineteen vehicles, aerospace fighters, DropShips and JumpShips mentioned in the fictional context of the BattleTech universe but never before presented in a technical readout.

In this ongoing conflict, the mercenary soldier has ample opportunity to seek his fortune under the banner of one of the Great Houses—a career fraught with danger but rich in potential rewards. Commentary and views on the Succession Wars mercenary provide a solid background for gamers who need to learn the basics of the business of war, while game rules translate these ideas into simple systems for creating a merc outfit, finding and signing with employers, and resolving ane entire military campaign.

Pirate or Merc? Kell Hounds. Northwind Highlanders. Blue Star Irregulars. Literally a thousand and one mercenary units populate the Inner Sphere, yet these are the house hold names that capitivate the common man.

But for every top, there is a bottom. Kraken Unleashed. Life hard exists at all! Additional rules for mercenary creation include non-BattleMech Unit Tech Levels, special renegade and freelancer mercenary paths, as well as rules for playing mercenaries in different BattleTech eras, from the Star League, to the Succession Wars, to the present. Shift Into High Gear!

Rediscovered Star League technology gives the Inner Sphere a new edge on the battlefield! Maximum Tech brings BattleTech players into this brave new world of warfare, where thinking on your feet can win the day. Maximum Tech is packed with dozens of Level Three optional rules, including new weapons and equipment for Inner Sphere anc Clan forces; expanded rules for vehicles and infantry; double-bline 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: and Record Sheets: into the Battle Value units table.

For a year, the winds of chaos have scoured the Inner Sphere, as terrorism and weapons of mass destruction are used on a scale not seen since the A Foul Wind Blows!

First Succession War. Confusion reigns, and each faction finds itself isolated amid its own turmoil. All seems lost. Yet as a new decade dawns, glimpses of the greater whole begin to appear through the dark clouds. The true battle has only just begun….

Jihad Hot Spots: continues the stunning events revealed in Dawn of the Jihad, using the same rolling format and immersing readers directly in the action as never before.

Truth—or Smoke and Mirrors? Order of Cincinnatus. Irian Corporate Cabal. Behind the House thrones and Clan Halls, a hundred or more such secret organizations wield immense power. Insinuating their influence into every level of society and government, from the Magistracy of Canopus to the Clan homeworlds, these hidden power brokers can make life difficult for the average Joe, or shake the very foundations of the Inner Sphere. Interstellar Players describes the most powerful and influential people, organizations and entities behind the scenes of the Classic BattleTech universe.

Gamemasters and players can decide which of these power brokers are real and which are paranoid fantasies. Let your imaginations run wild!

Wings of the Eagle! Now, led by the strongest Captain-General in half a millennium, House Marik has stretched its wings, pushing the shadows of its influence across the Inner Sphere.

Both by its revitalzied military and an economic might that challenges even the ages-old dominance of House Steiner, the eagle soars proudly, as do the people who wave its banner.

Review the Troops For five long years the Inner Sphere has known war on a scale not seen in centuries, with the militaries of literally every faction involved in combat to one extent or another.

Now, as relative peace appears to be settling over the Inner Sphere, a review of the military forces of the BattleTech universe are in order. Each entry includes an illustration of the ship as well as detailed descriptions and statistics. Operations Manual The Operations Manual includes essays on the designs of DropShips and JumpShips, descriptions of the general components of each type of vessel, and extensive game rules covering all aspects of their operation and maintenance.

November saw the culmination of work two centuries in the making, work begun by Primus Conrad Toyama of ComStar, successor to Jerome Blake and the man responsible for single-handedly turning ComStar into a pseudo-religious organization with a vision: to lead mankind to the light…by any means necessary.

Weisman Just Compensation - Robert N. Lethal Force On Your Tabletop! These 33 weapon cards feature guns first seen in the recently released Gun H e aven 3.

Roll Out! Shadowrunners do a lot of things, but one thing they don't do is sit still. This deck has 54 drones and vehicle cards, with a full-color picture and complete stats, that make it easy to players and gamemasters to reference stats at the game table while illustrating what they're driving, piloting or riding. With selections from a range of Shadowrun, Twentieth Anniversary Edtion products, this deck will prepare you for some serious moving violations.

Deal 'em! Designed to make game play simpler, more colorful and more fun, Shadowrun Weapon Cards contain pictures and Shadowrun, Fourth Edition stats for a whole range of guns, making it easy for players and gamemasters to reference at the game table. The final piece of the plan requires the secessionist forces to gain access to the planet Glengarry and the mercenary group that calls it home: the Gray Death Legion.

Shadowrun Missions: A Little Wetwork drivethrurpg. Format: Hardcover, eBook PDF Work in Chicago long enough and you get used to a lot of weird things, so when one corp puts out the feelers for a team of runners to pull off a sabotage job on another, it seems refreshingly simple. The true battle has only just begun…. Jihad Hot Spots: continues the stunning events revealed in Dawn of the Jihad, using the same rolling format and immersing readers directly in the action as never before.

Truth—or Smoke and Mirrors? Order of Cincinnatus. Irian Corporate Cabal. Behind the House thrones and Clan Halls, a hundred or more such secret organizations wield immense power. Insinuating their influence into every level of society and government, from the Magistracy of Canopus to the Clan homeworlds, these hidden power brokers can make life difficult for the average Joe, or shake the very foundations of the Inner Sphere.

Interstellar Players describes the most powerful and influential people, organizations and entities behind the scenes of the Classic BattleTech universe. Gamemasters and players can decide which of these power brokers are real and which are paranoid fantasies. Let your imaginations run wild! Wings of the Eagle! Now, led by the strongest Captain-General in half a millennium, House Marik has stretched its wings, pushing the shadows of its influence across the Inner Sphere.

Both by its revitalzied military and an economic might that challenges even the ages-old dominance of House Steiner, the eagle soars proudly, as do the people who wave its banner. Review the Troops For five long years the Inner Sphere has known war on a scale not seen in centuries, with the militaries of literally every faction involved in combat to one extent or another. Now, as relative peace appears to be settling over the Inner Sphere, a review of the military forces of the BattleTech universe are in order.

Each entry includes an illustration of the ship as well as detailed descriptions and statistics. Operations Manual The Operations Manual includes essays on the designs of DropShips and JumpShips, descriptions of the general components of each type of vessel, and extensive game rules covering all aspects of their operation and maintenance. November saw the culmination of work two centuries in the making, work begun by Primus Conrad Toyama of ComStar, successor to Jerome Blake and the man responsible for single-handedly turning ComStar into a pseudo-religious organization with a vision: to lead mankind to the light…by any means necessary.

When the Star League self-destructs, a shadowy power behind the fanatical Word of Blake pulls the strings taut in righteous anger, launching a war to bring humanity to its knees.

But amidst the chaos and confusion swirling across a thousand light years, all is not as it appears. Dawn of the Jihad shakes the Classic BattleTech universe to its foundation, documenting the opening year in a decades-long struggle for the very survival of humanity.

The series of events presented in this book unfold in a rolling format, allowing readers to immerse themselves more directly into the action than ever before.

Now It Can Be Told! ComStar single-handedly stopped the Clan invasion, then failed in its attempt to take control of the Inner Sphere.

Now the organization responsible for keeping the Inner Sphere together has split into two factions. It includes new BattleMechs from both groups, and an 8-page color section featuring ComStar and Word of Blake uniforms, insignia, and equipment. The year is The Fourth Succession War has been over for 20 years.

Houses Steiner and Davion gradually merge to form the Federated Commonwealth. In an unexpected show of strength, the Combine military, under Theodore Kurita, stops the Federated Commonwealth invasion of cold. Romano Liao fends off a Canopus-Andurien invasion and rebuilds the Capellan Confederation from the ashes left by her demented father.

Dont think of your character as twenty years older…think of his on as being ready for battle. Strap yourself into the ultimate suit of armor—the BattleMech. Thirty feet tall and weighing up to a tons, this humanoid engine of destruction is a walking arsenal, with enough firepower to level a city block. The Classic BattleTech game system takes you into the world of the 31st Century, where war has become a way of life as vast empires and tiny factions battle for control of humankind.

In command of the most powerful machine on the battlefield, your MechWarrior fights to take a planet or end an empire. All you need to provide is your imagination and two six-sided dice! Each day brings a new surprise. Will you transform into a genetic changeling or fall prey to a doomsday cult? Will you be in Denver when the dragon runs amok or in Japan when the Ring of Fire deals death to the Empire?

Year of the Comet is intended for gamemasters and players of all experience levels. Cyberware can increase your speed, enhance your strength and sharpen your reflexes. It can put a computer in your head, armor under your skin and weapons in your arms. Street Magic is the advanced magic rulebook for Shadowrun, Fourth Edition.

It provides background details on everything known to magic in the year , from the nature of mana and astral space to and its effects on society and the Awakened. It also contains advanced rules for magic traditions and groups, initiation and metamagic, enchanting, and new spells and adept powers.

Street Magic contains everything the players and gamemasters need for magic in Shadowrun. This edition of Technical Readout: Vehicle Annex has been superceded by a revised edition, found here.

We decided to leave this version active for the completists out there, but do be aware of the new version. MechWarriors receive all the glory; aerospace fighter pilots a close second; vehicles are considered the workhorses of any military; infantry are even given their day in the sun in the minds of the common citizen. But no battle could be waged, nor won, without the mammoth apparatus of support vehicles that feed the war machines of the Great Houses.

From cargo trucks to tank airships, airborne MASH to communication satellites, armored transport rails to coastal patrol boats, hauler exoskeletons to LoaderMechs, even hover and wheeled police cruisers or civilian vehicles conscripted into the military: the support vehicle is the true backbone of any military machine.

Built using the construction rules in TechManual and Combat Equipment , Classic BattleTech Technical Readout: Vehicle Annex provides a never-before-seen look at the support vehicles behind the militaries of every faction, as well as a slice of every day life in the BattleTech universe. From tracked land-trains to police cruisers, Luxury VTOLs to fix-wing passenger planes, satellites, super-heavy naval surface ships, IndustrialMechs and more: the gamut of the BattleTech universe, fully illustrated for the first time.



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