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For over forty centuries, mercenaries have plied their trade and been instrumental in toppling empires or holding the tides of war at bay. And as mankind expanded to the stars, soldiers of fortune rose to new heights of power. Business is booming, yet along with those riches comes a dangerous life and the scorn of many who see only filthy lucre-warriors. It's a dangerous life, but as long as you keep your 'Mech intact and your bottom line balanced, the universe is yours!
Out of Stock
$60
This volume also includes detailed reports on nearly forty planetary campaigns, providing context and details previously clouded by interstellar media, local reports, and personal journals. With an updated and streamlined core ruleset for the Chaos Campaign and new Jihad era Random Availability Tables for the Word of Blake, Mercenaries, and Militias, this book has everything players and gamemasters need to recreate the pivotal campaigns of the Jihad and lead their forces to victory.
Out of Stock
$40
Before the treachery of Stefan Amaris, Kerensky's Exodus, and the Succession Wars, the realms of the Inner Sphere were united under the banner of the Star League. As the pinnacle of culture and technology, the six Great Houses and four territorial states of the League reaped the benefits of universal peace and justice, the fruits of their combined efforts enriching the lives of billions across the heavens. Or so the legends claim. In reality, the Inner Sphere of the 2750s was far from serene and light-years away from just. Though admired for its monolithic power, the pinnacle of mankind's greatest experiment, the Star League, stood at a fateful crossroads, with feuding House Lords and rebellious territories only waiting for every chance to strike against each other.
Out of Stock
$45
For three hundred years, the nations of the Inner Sphere waged war in the name of the fallen Star League, sending armies of MechWarriors into battle for glory and power. Yet even as BattleMechs clashed over the forgotten ruins of humanity?s Golden Age, the descendants of the long-lost Star League Defense Force gathered their might among distant stars. Then, in 3048, amid reports of a technological renaissance in the Sphere, the leaders of Kerensky?s children decided the time for invasion had come. The Clan Invasion would transform the face of warfare and the fate of nations across the Inner Sphere, marking an all new era for all of humankind.
Out of Stock
$45
For three hundred years, the nations of the Inner Sphere waged war in the name of the fallen Star League, sending armies of MechWarriors into battle for glory and power. The arrival of the Clans, martial descendants of the lost Star League Defense Force, in 3049 upset all the previous balances of power and set the stage for cataclysmic warfare to rival the worst of the Succession Wars. The end of the initial Clan invasion and the new renaissance of military technologies leads the leaders of the Successor States to seek advantage against each other. The ever-present specter of the Clans urges desperation to end old feuds to make space for new ones. And the Truce of Tukayyid holds the Clans in check, but does nothing to ease the cultural pressures on both sides of the border.
Out of Stock
$45
Era Report: 3145 describes the state of the Inner Sphere at critical age in BattleTech history: the years of the Dark Age era. Presented as a general overview of the period, rather than a focused report on a single conflict, this book includes descriptions of every major Inner Sphere faction active in the wake of the catastrophic failure of the interstellar HPG grid. Notable personalities, military forces, and an overview of the technological capabilities of the Dark Age era are also provided, along with special advanced-level rules for campaigns set during this time, whether played using the Total Warfare core rules or those found in A Time of War: The BattleTech RPG.
Out of Stock
$45
It is the year 3145. Only thirteen years have passed since Gray Monday, the day that most of humanity's interstellar communications grid suddenly and mysteriously collapsed. Plunged into darkness and fearing the worst, the leaders and armies of the Inner Sphere scrambled to act, some fearing the approach of invaders, others seeking to exploit the chaos. Now, armies are on the march, war has erupted on every front, and the Republic of the Sphere, once a sign of mankind's hope for a brighter future, has retreated behind its fortress walls to prepare for the inevitable.
$60
Field Manual: SLDF describes the single greatest military force the Inner Sphere has ever seen: the Star League Defense Force. Including a brief history and overview of the SLDF, its formation, organization, and training, this book provides the most detailed look ever at the army that protected the Inner Sphere before the treachery of Stefan Amaris and the Succession Wars that soon followed. Special rules are also included, enabling players to create Star League forces for use in campaigns set in one of BattleTech's most storied eras.
Out of Stock
$50
For almost a millennium, the symbol of the Dragon has struck fear into the rest of the Inner Sphere. The fearless dedication of its warriors, the devotion of its people, and the awesome ambitions of its Coordinator: House Kurita has been more reviled than any other power. Yet a new leader has arisen in the last decades, bringing about a host of reforms and reigning in the realm's most rapacious desires. Such rebirth comes at a price, as various shadowy influencers fix their eyes on reigniting the Dragon's glorious past. Only time will tell which path the Dragon will follow...
$60
Handbook: Major Periphery States collates the essential history, politics and culture of the Major Periphery States into a single volume. More than a mere sourcebook, Handbook: Major Periphery States provides rules for both Total Warfare and A Time of War: The BattleTech RPG game play, including new support vehicles, creatures and more!
$60
In 2777, after ten years of savage fighting in the Periphery, General Alaksandr Kerensky and the Star League Defense Force launched the final phase in the war against Stefan Amaris, the Usurper of the Star League. For two more years, the greatest army ever forged by humankind would wage a planet-by-planet war for the heart of the League itself, ultimately landing on mankind's homeworld of Terra. As the single greatest campaign ever fought in human history, Operation LIBERATION would change the fate of generations to come.
$60
In the wake of the Star League's collapse, Aleksandr Kerensky led the bulk of the SLDF into deep space to escape the inevitable Succession Wars. But war soon came to the "Star League in Exile" anyway, prompting General Kerensky's son Nicholas to form a new society, based on the principles of honor and strength. Fifteen years later, the newborn Clans were unleashed against those who abandoned Kerensky's vision.
Out of Stock
$50
In 2570, the six Great Houses of the Inner Sphere united to create the Star League, promising to bring an end to the generations of warfare that engulfed the worlds mankind now called home. Shortly thereafter, to seal their alliance, they turned against the various independent realms of the Periphery. Over the next twenty years, the so-called Reunification War would rage, claiming more lives than the savagery of the Age of War before it, all to realize House Cameron?s dream of a united humanity?at any cost.
Out of Stock
$50
BattleTech Combat Manual: House Kurita is the second in the new series of BattleTech expansions, begun with BattleTech Combat Manual: Mercenaries.
$60
Nearly fifteen years have passed since the end of the Word of Blake Jihad and the rise of the Republic of the Sphere. Yet even as the Inner Sphere adjusts to a new sense of normalcy, questions remain about whether the Blakist threat is gone for good or merely hibernating. Once a disorganized collective of hobbyists and academics backed by the idle wealthy, Interstellar Expeditions has emerged from the fires of war to take up the mission once claimed by ComStar's Explorer Corps: to search for the elusive hiding places where humanity's enemies might have gone. From the dead worlds within the borders of the Inner Sphere itself, to the distant, uncharted reaches of the Deep Periphery, IE relentlessly searches for the answers to mysteries dating back to mankind's first ventures into deep space, while simultaneously watching for any sign of the zealots who so recently waged the most horrendous interstellar war in modern history.
$40
Jihad Conspiracies: Interstellar Players 2 describes several of the most powerful and influential people, organizations, and entities at work behind the scenes of the Word of Blake Jihad. Some of these conspiracies are firmly grounded in BattleTech lore, but shown here in ways never before seen; others have only recently emerged from their own shadows. Gamemasters and players can decide which of these power brokers are real and which are paranoid fantasies spawned by the chaos and fear of the Blakist Holy War!
$45
Who is the Director of the Internal Security Force? Planetary ruler of Regulus? Current Marshal of the Armies? Merchant Factor of Clan Diamond Shark? As one of the most powerful interstellar corporations in the Inner Sphere, with satellite plants in every House, such questions are imperative for StarCorps Industries. In the tumultuous time of the Jihad, as power brokers fall and new personalities rise to prominence, the answers to such questions can mean the difference between a fat in-the-black account and operations in the red. And no corporation, much less one as powerful and far reaching as StarCorps Industries, treats failure well.
Out of Stock
$60
In 3146, the Republic of the Sphere hangs by a tenuous thread. The last fragments of Devlin Stone's dream to shepherd humankind toward a more prosperous future hide behind the impenetrable defenses of Fortress Republic. As the interstellar communications blackout rages, the ambitious Great Houses vie for military dominance, and the bloodthirsty Clans strive to find a weakness in the Fortress?s armor on their path to conquering Terra and claiming the coveted title of ilClan. When the Wall comes down, will the Inner Sphere plunge even further into the abyss of interstellar war, or will this herald the dawning of a new age?
$55
Descendants of the Star League Defense Force, they returned to the Inner Sphere in 3050 with violence and honor. Stalled by the combined might of the Inner Sphere, the Clans have been waiting for the chance to strike for Terra once more. But fractures within Nicholas Kerensky?s Great Society have widened. A new enemy threatens to destroy the Clans once and for all: themselves. The resulting Wars of Reaving touches every Clan: some will be destroyed, all will be forever altered.
Out of Stock
$45
BattleTech Combat Manual Mercenaries (CAT35260)
Some soldiers fight for king and country, some for honor and glory, others for liberty or loved ones. We'll fight for that too, whatever your cause, as long as the cheque clears. BattleTech Combat Manual: Mercenaries contains information on the soldier-for-hire trade and their place in the Inner Sphere. This manual takes a look at some of the most renowned mercenaries of the 31st century, detailing their histories, tactics, unit crests, paint schemes, and notable personnel. This expansion includes special rules for unique character abilities, faction-specific rules, force-building, and a mini Technical Readout, everything you need to field your favorite mercenary command on the tabletop or create your own.


For over forty centuries, mercenaries have plied their trade and been instrumental in toppling empires or holding the tides of war at bay. And as mankind expanded to the stars, soldiers of fortune rose to new heights of power. Business is booming, yet along with those riches comes a dangerous life and the scorn of many who see only filthy lucre-warriors. It's a dangerous life, but as long as you keep your 'Mech intact and your bottom line balanced, the universe is yours!
Out of Stock
$60
BattleTech: Total Chaos (CAT35400)
A Universe Ablaze In late 3067, the Word of Blake unleashed its Jihad, fanning the flames of violence and spreading it across the Inner Sphere. Three mercenary commands struggled to find their footing and profit from the all-encompassing warfare. As they navigated their way through the conflicts erupting on hundreds of worlds, these mercenaries grew in power, prestige, and character. Facing adversity, victory, defeat, and enemies within and without, they were typical of many commands touched?for ill or for good?by the Jihad. As the Jihad unfolded through the Jihad Hot Spots plotbooks, players were introduced to the Chaos Campaign, a new game play system that gave players the opportunity to craft their own games around specific battles and events of the Jihad. Now that campaign, spanning fourteen years of conflict, has been collected and updated. Presented here are all of the Chaos Campaign tracks from the Hot Spots plotbooks and interwoven with select tracks from the Jihad Turning Points e-publication series and several all-new tracks and mini-campaigns.


This volume also includes detailed reports on nearly forty planetary campaigns, providing context and details previously clouded by interstellar media, local reports, and personal journals. With an updated and streamlined core ruleset for the Chaos Campaign and new Jihad era Random Availability Tables for the Word of Blake, Mercenaries, and Militias, this book has everything players and gamemasters need to recreate the pivotal campaigns of the Jihad and lead their forces to victory.
Out of Stock
$40
Era Report: 2750 (CAT35222)
Era Report: 2750 pierces the luminous veneer of what many Inner Sphere and Clan historians alike have considered to be the golden age of BattleTech history: the height of the Star League era. Presented as a general overview of the period, rather than a focused report on a single conflict, this book includes descriptions of every major Inner Sphere faction active before the fateful events described in Historical: Liberation of Terra. Notable personalities, military forces, and an overview of the technological capabilities of the Star League age are also provided, along with special advanced-level rules for campaigns set during this time, played using the Total Warfare core rules.


Before the treachery of Stefan Amaris, Kerensky's Exodus, and the Succession Wars, the realms of the Inner Sphere were united under the banner of the Star League. As the pinnacle of culture and technology, the six Great Houses and four territorial states of the League reaped the benefits of universal peace and justice, the fruits of their combined efforts enriching the lives of billions across the heavens. Or so the legends claim. In reality, the Inner Sphere of the 2750s was far from serene and light-years away from just. Though admired for its monolithic power, the pinnacle of mankind's greatest experiment, the Star League, stood at a fateful crossroads, with feuding House Lords and rebellious territories only waiting for every chance to strike against each other.
Out of Stock
$45
Era Report: 3052 (CAT35220)
Era Report: 3052describes the state of the Inner Sphere and the Clans at a pivotal period in BattleTech history: the early years of the Clan Invasion. Presented as a general overview of the period, rather than a focused report on a single conflict, this book includes descriptions of every major Inner Sphere and Clan faction. Notable personalities, military forces, and an overview of the technological capabilities of the Inner Sphere and Clan powers of this critical era in history are also provided, along with special advanced-level rules for campaigns set in this era, whether played using the Total Warfare core rules or those found in A Time of War: The BattleTech RPG.


For three hundred years, the nations of the Inner Sphere waged war in the name of the fallen Star League, sending armies of MechWarriors into battle for glory and power. Yet even as BattleMechs clashed over the forgotten ruins of humanity?s Golden Age, the descendants of the long-lost Star League Defense Force gathered their might among distant stars. Then, in 3048, amid reports of a technological renaissance in the Sphere, the leaders of Kerensky?s children decided the time for invasion had come. The Clan Invasion would transform the face of warfare and the fate of nations across the Inner Sphere, marking an all new era for all of humankind.
Out of Stock
$45
Era Report: 3062 (CAT35221)
Era Report: 3062 describes the state of the Inner Sphere and the Clans at a divisive period in BattleTech history: the latter years of the Clan Invasion. Presented as a general overview of the period, rather than a focused report on a single conflict, this book includes descriptions of many major Inner Sphere, Periphery, and Clan factions. Notable personalities, military forces, and an overview of the technological capabilities of the Inner Sphere and Clan powers of this critical period in history are also provided, along with special advanced-level rules for campaigns set in this era, whether played using the Total Warfare core rules or those found in A Time of War: The BattleTech RPG.


For three hundred years, the nations of the Inner Sphere waged war in the name of the fallen Star League, sending armies of MechWarriors into battle for glory and power. The arrival of the Clans, martial descendants of the lost Star League Defense Force, in 3049 upset all the previous balances of power and set the stage for cataclysmic warfare to rival the worst of the Succession Wars. The end of the initial Clan invasion and the new renaissance of military technologies leads the leaders of the Successor States to seek advantage against each other. The ever-present specter of the Clans urges desperation to end old feuds to make space for new ones. And the Truce of Tukayyid holds the Clans in check, but does nothing to ease the cultural pressures on both sides of the border.
Out of Stock
$45
Era Report: 3145 (CAT35223)
In 3132, eighty percent of the hyperpulse generators in the Inner Sphere shut down, silencing virtually all interstellar communications between the thousands of worlds humankind called home. Remembering the horrors of the Jihad that ended just half a century before, paranoid citizens and opportunistic leaders across the Sphere instinctively girded for the invasions that were sure to come. As ancient rivals once again turned against each other, the Republic of the Sphere?once a beacon of hope for billions?found itself nearly torn asunder by hostile neighbors on every side. A new Dark Age had begun.


Era Report: 3145 describes the state of the Inner Sphere at critical age in BattleTech history: the years of the Dark Age era. Presented as a general overview of the period, rather than a focused report on a single conflict, this book includes descriptions of every major Inner Sphere faction active in the wake of the catastrophic failure of the interstellar HPG grid. Notable personalities, military forces, and an overview of the technological capabilities of the Dark Age era are also provided, along with special advanced-level rules for campaigns set during this time, whether played using the Total Warfare core rules or those found in A Time of War: The BattleTech RPG.
Out of Stock
$45
Field Manual: 3145 (CAT35252)
Field Manual: 3145 updates the military and political state of the Inner Sphere as it stands in the year 3145. This report includes a brief history and overview of recent developments in the BattleTech universe, as well as current TOandE's for the major 'Mech forces and mercenary commands employed by the realms and Clans of the Dark Age Inner Sphere. Special era-specific rules are also included, enabling players to create characters and forces for use in campaigns set in and after this critical point in BattleTech history.


It is the year 3145. Only thirteen years have passed since Gray Monday, the day that most of humanity's interstellar communications grid suddenly and mysteriously collapsed. Plunged into darkness and fearing the worst, the leaders and armies of the Inner Sphere scrambled to act, some fearing the approach of invaders, others seeking to exploit the chaos. Now, armies are on the march, war has erupted on every front, and the Republic of the Sphere, once a sign of mankind's hope for a brighter future, has retreated behind its fortress walls to prepare for the inevitable.
$60
Field Manual: SLDF (CAT35251)
It was the middle of the twenty-eighth century. Two hundred years after the Age of War, all of mankind now lived, united, under one flag: the Star League. Defending and policing this vast realm nearly 3,000 worlds strong was the largest army ever known to humanity: the Star League Defense Force. Harnessing the largest fleet of WarShips ever assembled, the most advanced technologies in BattleMech and aerospace design, and the finest, most disciplined training regimens in known space, the SLDF was the invincible might that kept the feuding Houses of the Inner Sphere in line.


Field Manual: SLDF describes the single greatest military force the Inner Sphere has ever seen: the Star League Defense Force. Including a brief history and overview of the SLDF, its formation, organization, and training, this book provides the most detailed look ever at the army that protected the Inner Sphere before the treachery of Stefan Amaris and the Succession Wars that soon followed. Special rules are also included, enabling players to create Star League forces for use in campaigns set in one of BattleTech's most storied eras.
Out of Stock
$50
Handbook: House Kurita (CAT35205)
Handbook: House Kurita covers the pivotal history, politics and cultures of the Inner Sphere's most feared Great Houses. Not just a sourcebook, Handbook: House Kurita covers rules for both BattleTech and A Time of War game play, including such areas as personal equipment, support vehicles, creatures and more. This book provides information on culture, history, and faction information up to 3067.


For almost a millennium, the symbol of the Dragon has struck fear into the rest of the Inner Sphere. The fearless dedication of its warriors, the devotion of its people, and the awesome ambitions of its Coordinator: House Kurita has been more reviled than any other power. Yet a new leader has arisen in the last decades, bringing about a host of reforms and reigning in the realm's most rapacious desires. Such rebirth comes at a price, as various shadowy influencers fix their eyes on reigniting the Dragon's glorious past. Only time will tell which path the Dragon will follow...
$60
Handbook: Major Periphery States (CAT35203)
The peoples of the Inner Sphere often consider themselves the epitome of technology and culture and relegate the denizens of the frontiers of known space to second-class citizenry, or worse. And yet it took the combined armies of the Inner Sphere more than twenty years to subjugate them during the forming of the first Star League half millennia ago. Magistracy of Canopus, Taurian Concordat, Marian Hegemony, Outworlds Alliance and Circinus Federation. Each is a unique star-spanning empire whose hardy-people have carved out their freedom with bare hands: an identity they will not give up without a fight. Even the Great Houses have begun to learn that underestimating these Periphery States is dangerous indeed.


Handbook: Major Periphery States collates the essential history, politics and culture of the Major Periphery States into a single volume. More than a mere sourcebook, Handbook: Major Periphery States provides rules for both Total Warfare and A Time of War: The BattleTech RPG game play, including new support vehicles, creatures and more!
$60
Historical: Liberation of Terra II (CAT35233)
Historical: Liberation of Terra, Volume 2 describes the final years of the civil war that ultimately brought about the end of the first Star League. Covering the fighting that followed Kerensky's conquest of the Rim Worlds Republic and the early stages of the Hegemony campaign to the final conclusive battles on Terra itself, this book provides a hard look at the last days of the Star League Era, and the fateful decisions that would eventually pave the way for centuries of Succession Wars to come.


In 2777, after ten years of savage fighting in the Periphery, General Alaksandr Kerensky and the Star League Defense Force launched the final phase in the war against Stefan Amaris, the Usurper of the Star League. For two more years, the greatest army ever forged by humankind would wage a planet-by-planet war for the heart of the League itself, ultimately landing on mankind's homeworld of Terra. As the single greatest campaign ever fought in human history, Operation LIBERATION would change the fate of generations to come.
$60
Historical: Operation Klondike (CAT35230)
Historical: Operation Klondike details the actions of the epic first campaign waged by Nicholas Kerensky's newborn Clans. Identifying all of the founding Clans and their warriors, this book provides a hard look at the nature of early Clan formation, with new units and campaign rules that enable players to replay these critical battles for the Pentagon Worlds.


In the wake of the Star League's collapse, Aleksandr Kerensky led the bulk of the SLDF into deep space to escape the inevitable Succession Wars. But war soon came to the "Star League in Exile" anyway, prompting General Kerensky's son Nicholas to form a new society, based on the principles of honor and strength. Fifteen years later, the newborn Clans were unleashed against those who abandoned Kerensky's vision.
Out of Stock
$50
Historical: Reunification War (CAT35231)
Historical: Reunification War describes the first grand military campaign of the newborn Star League against the collected realms of the Periphery. Covering each of the four major campaign theaters in detail, this book provides a hard look at the formative years of the first Star League, and the fateful decisions that led them to usher in a new Golden Age for mankind by unleashing their armies against its most far-flung worlds.


In 2570, the six Great Houses of the Inner Sphere united to create the Star League, promising to bring an end to the generations of warfare that engulfed the worlds mankind now called home. Shortly thereafter, to seal their alliance, they turned against the various independent realms of the Periphery. Over the next twenty years, the so-called Reunification War would rage, claiming more lives than the savagery of the Age of War before it, all to realize House Cameron?s dream of a united humanity?at any cost.
Out of Stock
$50
House Kurita Combat Manual (CAT35261)
Providing a wealth of data covering House Kurita's Draconis Combine, the volume includes faction-specific rules for combat command abilities and force building.Includes a mini-Technical Readout featuring re-imagined images for several fan-favorite, classic designs: Wasp, Phoenix Hawk, Wolverine and BattleMaster.


BattleTech Combat Manual: House Kurita is the second in the new series of BattleTech expansions, begun with BattleTech Combat Manual: Mercenaries.
$60
Interstellar Expeditions Report (CAT35308)
Interstellar Expeditions: Interstellar Players 3 describes the organization and efforts of Interstellar Expeditions as it continues to search within (and beyond) human-occupied space in the BattleTech universe. First introduced in Interstellar Players, IE's operations have now gone truly universal, seeking answers and treasures not only from the lost and forgotten worlds of humanity's distant past, but also the distant colonies and civilizations that have risen-and even fallen-beyond the boundaries of the Inner Sphere. Gamemasters and players can decide which of these groups and discoveries may actually bear fruit, and which are the misdirections left behind by the surviving leaders of the Blakist war machine. Whether from this sourcebook or the gamemaster's own imagination, these discoveries can become the ultimate villain, ally, or unique new setting for any type of BattleTech campaign!


Nearly fifteen years have passed since the end of the Word of Blake Jihad and the rise of the Republic of the Sphere. Yet even as the Inner Sphere adjusts to a new sense of normalcy, questions remain about whether the Blakist threat is gone for good or merely hibernating. Once a disorganized collective of hobbyists and academics backed by the idle wealthy, Interstellar Expeditions has emerged from the fires of war to take up the mission once claimed by ComStar's Explorer Corps: to search for the elusive hiding places where humanity's enemies might have gone. From the dead worlds within the borders of the Inner Sphere itself, to the distant, uncharted reaches of the Deep Periphery, IE relentlessly searches for the answers to mysteries dating back to mankind's first ventures into deep space, while simultaneously watching for any sign of the zealots who so recently waged the most horrendous interstellar war in modern history.
$40
Jihad Conspiracies: Interstellar Players 2 (CAT35303)
On October 25, 3068, the Word of Blake flooded the Inner Sphere HPG networks with "White Noise", a stream of gibberish and propaganda that made normal communications virtually impossible. Amid the noise, stunning secrets were revealed: Anastasius Focht was once Frederick Steiner; ComStar Primus Sharilar Mori was a Kurita spy. Yet along with the secrets revealed and the spreading fires of the Jihad, the Blakists unveiled terrible new weapons and an army the size of which the intelligence agencies of the Inner Sphere had scarcely dreamed, spawning a darker, new wave of mysteries, and whispers of shadowy cabals. Hidden worlds, cults of assassins, ancient societies and even the mysteries of hyperspace, all emerged as possible sources for the Word of Blake's newfound power. Once more spanning all of human space from ancient Terra to the far-flung Clan homeworlds, the conspiracies behind the Jihad could be the key to unraveling the greatest war since the days of Amaris.


Jihad Conspiracies: Interstellar Players 2 describes several of the most powerful and influential people, organizations, and entities at work behind the scenes of the Word of Blake Jihad. Some of these conspiracies are firmly grounded in BattleTech lore, but shown here in ways never before seen; others have only recently emerged from their own shadows. Gamemasters and players can decide which of these power brokers are real and which are paranoid fantasies spawned by the chaos and fear of the Blakist Holy War!
$45
Masters & Minions - The Starcorp Dossiers (CAT35240)
Masters and Minions: The StarCorps Dossiers is a sourcebook from the perspective of StarCorps Industries, compiled from dozens of sources by an army of administrators, all with an eye towards furthering StarCorps markets and interest. Masters and Minions is a complete who's-who of the BattleTech universe, with well over a hundred personalities detailed. Short overviews of all the major and most minor factions of the Inner Sphere are also included, briefly covering such details as their most notable factories, planets and military forces.


Who is the Director of the Internal Security Force? Planetary ruler of Regulus? Current Marshal of the Armies? Merchant Factor of Clan Diamond Shark? As one of the most powerful interstellar corporations in the Inner Sphere, with satellite plants in every House, such questions are imperative for StarCorps Industries. In the tumultuous time of the Jihad, as power brokers fall and new personalities rise to prominence, the answers to such questions can mean the difference between a fat in-the-black account and operations in the red. And no corporation, much less one as powerful and far reaching as StarCorps Industries, treats failure well.
Out of Stock
$60
Shattered Fortress (CAT35900)
Shattered Fortress chronicles the twilight of BattleTech's Dark Age, as nations are thrown into turmoil and predators circle the broken remnants of the Republic of the Sphere. This volume provides a year-by-year look at pivotal turning points in the Inner Sphere, offers a peek behind the curtain of Fortress Republic, and reveals the fateful decisions that will ultimately decide the future of the Inner Sphere.


In 3146, the Republic of the Sphere hangs by a tenuous thread. The last fragments of Devlin Stone's dream to shepherd humankind toward a more prosperous future hide behind the impenetrable defenses of Fortress Republic. As the interstellar communications blackout rages, the ambitious Great Houses vie for military dominance, and the bloodthirsty Clans strive to find a weakness in the Fortress?s armor on their path to conquering Terra and claiming the coveted title of ilClan. When the Wall comes down, will the Inner Sphere plunge even further into the abyss of interstellar war, or will this herald the dawning of a new age?
$55
The Wars of Reaving (CAT35306)
The Wars of Reaving sourcebook details the Clans from 3067 through the end of the Jihad era and includes detailed reports, faction updates, personalities, units, and equipment that have a hand in this widespread orgy of war. Essential gameplay statistics, maps, and a complete campaign allow players to immerse themselves completely within these Wars of Reaving.


Descendants of the Star League Defense Force, they returned to the Inner Sphere in 3050 with violence and honor. Stalled by the combined might of the Inner Sphere, the Clans have been waiting for the chance to strike for Terra once more. But fractures within Nicholas Kerensky?s Great Society have widened. A new enemy threatens to destroy the Clans once and for all: themselves. The resulting Wars of Reaving touches every Clan: some will be destroyed, all will be forever altered.
Out of Stock
$45
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