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Many companies wouldn't care about that...they'd look at the sales numbers, throw a party, and not worry about it. But FASA does (or did...given that they're soon to be out of business). So, they retooled the Mechwarrior RPG in an attempt to make it more than just "what the 'Mech pilot does on his/her off hours", into an actual sci-fi RPG.
How'd they do? Not bad. Character creation is reminiscent vaguely of Traveller, and also of FASA's old line, Renegade Legion (which was a fun universe...check your local used bookstore!), in that your character is run through several lifepaths, depending on what they start out as. Some parts of it are confusing, in that I'm *still* trying to figure out where the bonus points go.
The system is okay, but nothing to speak of. The largest chapter, after character creation, is combat, of course. You also get equipment, example characters, a nice little vignette, and, of course, the required Big Honking Mass of Universe Information.
That, of course, is the meat and potatoes of this book. It's a great universe, and very well-developed. This is more of an introduction, though; there's so much to know you literally cannot place it in one book.
Good things: It's a neat little rpg, with a good background and okay mechanics.
Bad things: I'm still not clear on character creation, and I *still* don't know anybody who plays this.
Bottom line, it's definitely worth a look, and it's a great introduction, but it's not the best thing out there.
This features a revised character creation and combat system, more rules, and a general enhancement on the innovative but flawed Mechwarrior, Version Two. It is also a DRASTIC improvement on Mechwarrior, First Edition. For one, your character can survive a fight without being crippled for life!
Overall, this is a great roleplaying game, and also a fair introduction to people who have never roleplayed before. However, it does lack some important background material, nessecitating the purchase of some of the Battletech novels or sourcebooks.
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First, the first 60 pages are an adventre entitled peacekeeper. While the adventure isn't too bad, that's not what I was looking for when I got the book.
The remaining sections give info about four Native Nations. While adequate the information is a bit sketchy.
So basically, if you have no preconceived notions about this book, it's worth a read. But if you just want info about the NAN's, you're gonna have to get this and NAN volume II.
Used price: $12.75
Basically, this is, as they say, an official house rules book for Battletech. They add in a bevy of alternate rules, new accessories (Light Gauss Rifle, Medium-Range Missiles), and new systems (gasoline-powered AgroMechs, anyone?).
It's a pretty decent book. Most of the new equipment is experimental, and not that useful, but could be fun for short-term use. They also include a nifty Battle Value Calculator, and give ratings to each and every published 'Mech and vehicle as of printing. There are also nifty tables listing every single thing you could possibly put on a 'Mech you're building, which is also helpful.
If you play Battletech, this is a useful purchase. It's not a must-have, but I'd recommend it.
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Used price: $9.99