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BattleTech: The Periphery (1996)

Imagem do Jogo 419cd83f96cf4e420196cf52935f0013_thb.png 🔎
Tempo de Jogo: 240
Idade Mín.: 0
Jogadores: 2 - 6
Editora: FASA
Designers: Chris Hussey, Robert Cruz, Rick D. Stuart, Diane Piron-Gelman, Sharon Turner Mulvihill, Bryan Nystul
Artistas: Joel Biske, Bryan Gibson, Les Dorscheid, Peter Bergting, Todd F. Marsh, Sonya Brochta, Rick Harris, Tom Baxa, Karl Waller, Tim Coman, John Robinson, David Zenz, Dave MacKay, Mike Nielsen, Jeff Laubenstein, Tim Bradstreet, Larry MacDougall, James Nelson
Mecânicas: Hexagon Grid, Role Playing, Dice Rolling, Variable Player Powers

From the back of the book:

For centuries, the powers of the Inner Sphere have looked down on their brethren in the Periphery with thinly-veiled disgust. To the "civilized" worlds of humanity, the Periphery is a backwater, not a place where any respectable person would want to live. And many still remember that the nations of the Periphery fought tooth-and-nail against the Star League's attempt to unite all of humanity in a new golden age. Full of hardship, immorality, lawlessness and danger, it is a vast and little-understood region of space.

But that's not the whole story. The Periphery is all of the things that people say about it, but it is also much more. The Taurian Concordat has a better educational system than most Successor States. The citizens of the Magistracy of Canopus enjoy more freedoms than their counterparts in the Inner Sphere. Even the bandit kingdoms are getting into the act, with realms such as the Circinus Federation and the Marian Hegemony making moves towards legitimacy.

ComStar continues its series of sourcebooks detailing human space with a look at the Periphery in all its facets, good and ill. Learn the history of the various nations beyond the Inner Sphere, including the Rim Worlds Republic, home to the treacherous Amaris clan. See how life differs out in the wilds, where every danger is balanced by the freedom to live unfettered by the petty oppressions of the Successor States.



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