Mercenary's Handbook 3055 Sourcebook (Battletech) by Donna Ippolito, Sharon Turner Mulvihill

By Donna Ippolito, Sharon Turner Mulvihill

Operating a merc unit is a significant enterprise first, final, and continuously. not only any crew of gung-ho 'Mech jocks can continue to exist within the cutthroat international of the mercenary, and any MechWarrior who ignores this truth finally ends up operating for somebody else, Dispossessed, or lifeless. working a winning merc unit takes information, ability, cautious making plans, and occasionally a bit good fortune. when you nonetheless imagine you've gotten what it takes to pit your abilities opposed to the fiercest warriors of the interior Sphere and past, TheMercenary's instruction manual: 3055 is for you. The guide offers a accomplished, precise procedure for growing, preserving, and working a mercenary unit within the BattleTech universe, masking each point if the mercenary existence from wrestle to wage to scientific care.

The Mercenary's instruction manual: 3055 additionally contains unique briefings on 5 of the main well known mercenary devices of the interior Sphere: Wolf's Dragoons, the Kell Hounds, Rhonda Snord's Irregulars, the grey loss of life Legion, and the Black Thorns. So what are you expecting? C-bills and glory watch for any MechWarrior daring sufficient to take them. yet simply take note, the battle's no longer over till the cost clears...

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T h e courtyard is filled with dense mist (visibility 40 feet). In the centre is a fountain which spouts fluidcloud material rather than water. ClZ. Servants' Quarters T h e furniture here is all human-sized as this room formerly housed Lachlan's human servants. Like the other rooms which are occupied by Yesorkh/Lachlan's mercenaries, it is in a terrible state. Broken furniture litters th' floor, and thrre is a severed aarakocra head on a table. C13. Guest Chamber Smashed furniture and torn wall-hangings cover the floorof thisonce fineguest room.

She will then flee Lachlan's body (ser Inside the Castle - page 24). C21. The Temple T h e stairs to the temple are trapped with a glyph of warding spell which inflicts 14 points of electrical damage (halved by a successful saving throw vs. Spells) on anyone passing the half-way point. T h e temple contains two ba'atun clerics and 12 skeletons. By the time the party gets to the foot of the stairs, the high priest Kahshesh Qabirwill havecastaprotection from good spell and the acolyte a cause light wounds spell.

It is now the barracks for one of the flights of ha'atun. T h e matticss from thr bed is missing, and wall hangings and items of giant clothing are being used as sleeping mats by the ba'atun. Under one of these mats are two ice javelins and a web stone (see Pull-out Sheet 11). C3. Hewil1 haveheen throwing rocks at the approaching adventurers (see Closing In - page 24) and will attack them when they land. 1 hill giant: AC 4; MV 12"; H D 8t2;h p 44; #AT 1; D 2-16; SA/SD Hurl rocks for 2-16; In1 Low; AL CE; Sire L; xp 1928: THACO 12; MM(45).

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