The tenth in the Field Manual series, Field Manual: Periphery details the. Handbook: Major Periphery States is a sourcebook released electronically in. The Inner Sphere is the heart of the BattleTech universe. Centered around Terra, it stretches Factions in the Deep Periphery. Alfirk · JàrnFòlk · Nueva Castile.
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The character creation process creates your mech commander, customizing their background and skills. It’s a three stage process. This is where you met Raju “Mastiff” Montgomerya veteran of the Succession Wars, whom your parents hired on for a season to train you as a MechWarrior.
Raju was a strict but capable periphegy, and you quickly became a skilled pilot under his tutelage. In this section you decide on what happened in your youth. So it is that you find yourself reunited with your old mentor, preparing your ancestral Blackjack for guard duty on the coronation day of the Lady Kamea Arano….
On an ill-fated mission, you were caught behind enemy periphrry and separated from your lance. Raju happened to be on patrol nearby, and he launched a daring rescue. Upon finding out it was you he had rescued, he brought you into the House Arano Royal Guard.
After years of roaming the Frontier, your outfit’s luck eventually ran out, landing you in an Aurigan Coalition prison. Hearing bathletech your bad turn of fortune, Raju dragged you out of jail, giving you a second chance under his mentorship. After heavy rehabilitation, you proved your worth and were inducted into the House Arano Royal Guard. You were a low-level champion, down on your luck and one bad fight away from the gutter, until Raju heard about you.
Handbook: Major Periphery States
Pure chance brought you back to the Aurigan Reach, as your mercenary crew took an ill-fated contract against an enclave of pirates on the outskirts of Aurigan space. The job went south, and you were the only survivor of your unit. Raju’s lance happened to be on patrol nearby. After rescuing you and helping to honor your fallen comrades, he offered you a job in the House Arano Royal Guard.
While running a routine patrol for a local government on the outskirts of the Aurigan Reach, you were set upon by pirates and left for dead. Raju happened to be visiting the capital city and picked up your distress call. Upon rescuing you, he offered you a job in the House Arano Royal Guard. While escorting a supply caravan to a small outpost on the outskirts of the Aurigan Reach, you were set upon by pirates and left for dead.
With your character made, the campaign begins with a tutorial on the eve of the Coronation Day. Retrieved from ” https: Navigation menu Namespaces Page Discussion. Views View Edit Edit source History. This page was last edited on 14 Juneat Game content and materials are trademarks and copyrights of their respective publisher and its licensors.
This site is a part of Curse, Inc. About Battletech Wiki Disclaimers Mobile view. MechWarriors who hail from the Combine tend to be fierce, disciplined, and relentless fighters, no matter the odds they might face on the battlefield.
Although the Draconis Combine is as ethnically diverse as any of the vast interstellar empires, it is also one of the most culturally homogenous. The cultural diversity and relative independence of its component regions are at once the greatest strength of the Free Worlds League, and its greatest weaknesses.
MechWarriors who hail from the Federated Suns tend to possess more finely honed skills and better equipment than their counterparts from other regions of space. They often see themselves as righteous warriors and champions of liberty – sometimes to a fault. Though nearly extinguished by the Draconis Combine in the First Succession War, the Federated Suns – a constitutional monarchy ruled by the renowned House Davion – has become arguably the most powerful of the five great Successor States.
Through skillful military campaigns and subtle diplomacy, House Davion has significantly increased the number of star systems under its control in the last two centuries. What the Lyran Commonwealth may lack in military prowess, it makes up for with raw numbers and industrial scale.
Most Capellans take great pride in their citizenship, which must be earned through service to the state. The Magistracy is a matriarchal society led by a Magestrix.
The Magistracy supports an open society that ensures the personal liberty of all citizens and their right to live their lives as they see fit.
MechWarriors who hail from the Taurian Concordat tend to be stubborn and aggressive. They can be quick to anger, but they are nonetheless skilled and perceptive combatants. Founded as a constitutional monarchy under the leadership of House Calderon, the Taurian Concordat is the strongest military power of the Rimward Periphery. It is also one of the oldest surviving realms of human civilization, having been formed long before the creation of the Star League.
Taurian citizens enjoy extensive freedoms guaranteed by the Concordat Charter, and take pride in defending those freedoms through compulsory service. The Taurian Concordat has long had an antagonistic relationship with the Inner Sphere, particularly with the Federated Suns. MechWarriors that hail from the Deep Periphery are rare, but even rarer is the MechWarrior who will admit to such an origin. Beyond the outermost edges of the Periphery lie depths of space that remain uncharted and unknown to most of human civilization.
Little is known about these regions, but they are far from uninhabited. The Deep Periphery is littered with abandoned colonies and small outposts, isolated from the rest of humanity. Though immigrants to the Aurigan Reach, your family soon established a comfortable presence in a small, backwater system on the edge of Aurigan space. By the time you were born, your family had become the de-facto ruling nobility of the system’s only inhabited planet.
You were the oldest child, heir to the family’s titles and ancestral BattleMech, an old Blackjack BJ It was an uneventful life until your 16th birthday Once the promising young scion of your family, you committed an unforgivable transgression and were sentenced to life in exile. You stole away with the family’s ancestral Blackjack and set off to find a new life to call your own. As the heir to a noble family, you grew up wanting for nothing. And as it turns out… you couldn’t stand a life of pampered nobility.
As you grew older, you watched your family’s fortune, income, and influence slowly dwindle away – until there was nothing left.
Your parents, driven to despair, took their own lives. The rest of your family died in a freak JumpShip accident, after which you discovered they had left nothing behind but piles of debt.
After selling everything to settle the debt, you set off on your own, with only your family’s ancestral Blackjack left to your name. Your family was betrayed and its seat of power destroyed.
Periphery (BattleTech) | Annex | FANDOM powered by Wikia
You defeated the betrayers, but you were the sole surviving member of your house. Unsure of your prospects, you traveled to Coromodir, the capital of the Aurigan Coalition, peirphery enlisted in the Coalition military.
You quickly rose through the ranks, distinguishing yourself as a reliable MechWarrior. Life as a soldier perlphery glamorous, but it suited you just fine. It was an unruly crew, but an effective one – battletexh the Periphery afforded your outfit with a steady supply of poorly defended merchant caravans and supply depots to prey upon.
While raids did occasionally devolve into combat, you quickly learned that successful piracy is mostly about being in the right place, at the right time, with the right threats and a good show of force.
There, you eked out a living as a gladiator, fighting for the crowd in minor arenas, getting by from paycheck to paycheck. Eager to get away from it all, you joined up with a minor Inner Sphere mercenary unit. Integrating into the tight-knit crew took time, but you eventually proved your worth and became part of the family.
You roamed the Rimward Periphery as a freelancer, signing on for whatever odd contracts you could find as a MechWarrior for hire. It was a solitary life – but as you became more comfortable with the itinerant lifestyle, you found you batyletech able to make a decent living helping the people of the frontier.
You signed on as a guard for a small trading guild, providing security as the guild’s caravan made trading runs between the Inner Sphere and the Periphery. It was a largely uneventful life, but you were bbattletech to put your MechWarrior skills to good use in the occasional scuffle with pirates and uncooperative local governments.