Maximum Tech

Maximum Tech added many new rules to the base BattleTech game play. Published after the addition of the Clans to the game, the book focused on technologies and rules that affected game play in the 3056 time frame and later.

Included in the rule book were additions for new terrain types, a replacement rule for Line-of-Sight (LOS) that took into account a special case, and weather and extreme conditions. All of the rules in the source book are optional and were intended to add to game play. Finally, the book introduced the Battle Value (BV) system for evaluating 'Mech and vehicle abilities.

Several of the rules that were first introduced into BattleTech through Maximum Tech became tournament legal with the publication of Total Warfare, including using a MechWarrior's piloting skill as the base for physical attacks.

From the back cover
"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."

Contents

 * Introduction
 * How to Use This Book


 * Terrain and Movement
 * Expanded Terrain and Weather Rules
 * Movement Modes
 * Skidding
 * Piloting Skill Rolls
 * Movement Dice


 * Combat
 * General Rules
 * Weapons Attacks
 * Physical Combat
 * Heat


 * Vehicles
 * Vehicle Crews
 * Movement
 * Combat
 * VTOL Combat


 * Infantry
 * Rules
 * Equipment
 * Special Operations


 * Miscellaneous Rules
 * Artillery
 * Skills and Abilities
 * Dueling Rules
 * Structures
 * Smoke
 * Concealing Information
 * Double-Blind Rules
 * Scavenging and Repair


 * Construction
 * General Rules
 * BattleMech Construction
 * Vehicle Construction


 * Equipment
 * Active Probes
 * Anti-Missile Systems
 * Anti-Personnel Pods
 * Armor
 * Artemis V Fire-Control System
 * Artillery Cannons
 * Autocannons
 * CASE II
 * Coolant Pod
 * ECM Suites
 * ER Pulse Lasers
 * Flamers
 * Gauss Rifle
 * Grenade Launchers
 * Hand-Held Weapons
 * Heat Sinks
 * Jump Jets
 * Machine Guns
 * Medium Range Missiles (MRMs)
 * Missiles
 * NARC Missile Beacons
 * Null Signature System
 * Particle Projector Cannon (PPC)
 * Pulse Lasers
 * Supercharger
 * Sword
 * Inner Sphere Targeting Computer
 * Thunderbolt Launcher


 * Costs


 * Battle Value System
 * Calculating BattleMech BV
 * Calculating Conventional Vehicle BV
 * Infantry
 * Weapon and Equipment Battle Values
 * Skill/Experience Level Multipliers
 * Level Three Battle Values


 * Forms and Tables