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Mechwarrior

Mechwarrior

List Price: $25.00
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Product Info Reviews

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Rating: 2 stars
Summary: A serviceable RP game at best.
Review: Battletech is a well written and rich univers filled with intersting charters and wonderful places. Unfortuntly the they can't write a role playing rules system to save their life. No matter how many times they rewrite this system they seem to think that only improvment it needs is piling more and more convlouted rules on and TRYING to get the layout of the book better orgnised. Instead of making a system that promotes roleplaying and charter devlopment they make the combat system thats more complex than the map game. I can understand the reasoning of makeing a combat based system and selling it to people who play the combat only map game but if that is the case why is there so much depth and charter to the univers? I feel that the battletech univers is so in depth that you could play an entire campagin as something other than combat personal and still have a great time. The Mechwarrior rules go out of their way to prevent this. But then agin the game is called Mechwarrior so I guess I should expect to only play that, a mere mech warrior.

Rating: 5 stars
Summary: Better than ever!
Review: Ever wanted to walk around in a 100-ton death machine? Ever wanted to carry a high energy weapon in your backpack? Ever wanted to blow annoying bird aliens to tiny kibbles? With the new and improved Mechwarrior rulebook, you finally can!

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.

Rating: 5 stars
Summary: Better than ever!
Review: Ever wanted to walk around in a 100-ton death machine? Ever wanted to carry a high energy weapon in your backpack? Ever wanted to blow annoying bird aliens to tiny kibbles? With the new and improved Mechwarrior rulebook, you finally can!

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.

Rating: 5 stars
Summary: great but...
Review: Great but the damage system could have done better. I mean "Wound Values" c'mon. Everything else was great.

Rating: 5 stars
Summary: great but...
Review: Great but the damage system could have done better. I mean "Wound Values" c'mon. Everything else was great.

Rating: 5 stars
Summary: This Book Rocks!!
Review: Have you ever wished that you could randomly missuse a deadly force on innocent victims all for a few minutes of entertainment?!! NOW YOU CAN!!!

This book is a must. It allows you to role-play your battletech games. All you have to do is make your character, and think of a way he can get into a fight, so he take out all of that stress in one manic burst of psychotic, homicidal mania!!

There is also a new form of combat called "personal combat" but its more like a death match on DOOM. My favorite part is the fact that you can do absolutely anything you please. I REALLY like to walk into big crowds and pull out my submachine gun so I can "control the population."
There is only one problem. The book leaves a few things out, so you'll wind up paying for the Mechwarrior Companion as well, but its worth the money. Just think of all the nifty things you can do!! The hell with normal book and TV!!!

Rating: 5 stars
Summary: One of the most complete BattleTech sources I've ever seen.
Review: If you've ever wanted to do more than just mindlessly destroying each other's BattleMechs, than here's your chance. I and my friends have spent hours playing these games.

Rating: 4 stars
Summary: Mechwarrior 3rd Edition makes a usable BT roleplaying system
Review: Mechwarrior 3rd Edition is the latest installment of the Mechwarrior Roleplaying system, based on the wildly popular Battletech universe. It starts off with a well-written short story, then jumps into whats new about the book. The skeletal Mechwarrior system has been replaced with an in-depth roleplaying engine that uses 10 sided dice for more open-ended dice rolling. Next, the book covers character creation, which is quite inventive. It helps you make a history and background for your character, as well as give you attributes and starting skills. After this it goes to personal combat, which is very similar to the Battletech board game. The only part of the book I did not think was up to par was the history and universe info. It was very skeletal to the info given in Mechwarrior 2nd Edition. MW2nd Edition had full color illustrations of each of the factions, and a list of units and planets. Mechwarrior 3rd Edition gives a general overview of each House's current standing, which is not enough to get a person new to the universe started. Overall, it is completely redesigned and is worth picking up if your a fan of Battletech or Mecha in general.

Rating: 3 stars
Summary: Third time the charm?
Review: Mechwarrior has had three incarnations. It's had very good sales, mostly because it's part of FASA's Battletech juggernaut. However, one of the problems it's had is that while the sales are good, the number of people who actually play the Mechwarrior RPG is much smaller than you'd think. Most people use this as a reference book, or light reading (I'm one of the latter).

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.

Rating: 3 stars
Summary: Third time the charm?
Review: Mechwarrior has had three incarnations. It's had very good sales, mostly because it's part of FASA's Battletech juggernaut. However, one of the problems it's had is that while the sales are good, the number of people who actually play the Mechwarrior RPG is much smaller than you'd think. Most people use this as a reference book, or light reading (I'm one of the latter).

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.


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