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Classic Battletech: Maximum Tech (FPR35013)
 
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Classic Battletech: Maximum Tech (FPR35013) [Paperback]

FanPro (Author)
3.0 out of 5 stars  See all reviews (1 customer review)

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Book Description

Classic Battletech August 30, 2005
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 toughter '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.

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Product Details

  • Paperback: 128 pages
  • Publisher: FanPro; Revised edition (August 30, 2005)
  • Language: English
  • ISBN-10: 1932564160
  • ISBN-13: 978-1932564167
  • Product Dimensions: 11 x 8.5 x 0.4 inches
  • Shipping Weight: 10.6 ounces (View shipping rates and policies)
  • Average Customer Review: 3.0 out of 5 stars  See all reviews (1 customer review)
  • Amazon Best Sellers Rank: #1,063,816 in Books (See Top 100 in Books)

 

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3.0 out of 5 stars Not Bad, not Great, July 19, 2009
By 
M.J. Headlee "Mike" (Washington, DC, USA) - See all my reviews
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This review is from: Classic Battletech: Maximum Tech (FPR35013) (Paperback)
Maximum Tech is a sourcebook to add a lot of different optional rules and equipment to the Battletech universe. The book feels a little rushed in it's presentation -- there are a few glaring typos, or diagrams that simply hang there without explanation.
It also, frankly, doesn't actually add all that much. It adds new rules for dueling, which are handy but seem a bit unnecessary to me (it feels a bit ripped from Mechwarrior RPG, actually, though to be fair I do not play 1-1 duels nor do I play Mechwarrior). It's new rules for artillery are only a few pages, and while they do make artillery a new potent force there's not all that much there. There are some awesome rules for "effective vehicles", which make the vehicles already used in earlier products a lot less feeble. This is a very welcome change for my group. It also includes some additional optional rules on critical hits, like making multi-slot items not be destroyed in a single hit. These are really impressive rules that add depth to the game without overly increasing book-keeping.
The guidebook does add some new trinkets for construction of mechs, including the ability to add different turrets on a mech, body mounted cockpits, and some different types of armor. It also adds some additional items and equipment, though I've found most of these items are a bit clunky and not really all that worthwhile. Sure, they hit HARD, but they add so much heat it's getting to the point of impractical. The different armors are, however, a very interesting idea and a lot of fun to play with. It also includes some attempts to make auto-cannons more equitable with the more powerful energy weapons.
Finally, the book includes calculated battle values for every listed mech and variant out there. This can be useful, but most people can find these values online for free so it is a bit redundant.

If I'm coming across rather negative, please don't misinterpret me. This is a book full of optional rules. It is not intended to be some awesome re-imagining of battle-tech, nor to completely change the way the game is played. It does what it does well: it presents several different optional rules for people to incorporate into their game. The new rules are solid and varied enough it's quite possible to thumb through and find some things that are interesting. Not everything is stellar -- the additional extra terrains for example, seem a tad redundant, but if you see an extra rule you don't like, just don't use it. I haven't found anything that is completely fall-out-of-your-chair-awesome, but there are some interesting options in here that make for some good variety to the game.

This is a good book. However, it tries to come across that there are dozens and dozens of variants and tons of super cool awesome rules. That's not the case. There is some variety, there is some extra equipment, but nothing in overabundance (and nothing super broke about the new equipment, by the way. A lot of time is spent trying to "fix" earlier equipment). That's alright though. The core of the battletech game is a solid game, and it fixes a few problems (like artillery) and changes things up.

In short, don't by this book expecting a brand new game or super-new broken equipment. That's not what this book does. It's a nifty addition to the battletech game, but it's not a must-have. I would have few qualms sticking to simply master rules.
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