---
product_id: 12532089
title: "Classic Battletech: Maximum Tech (FPR35013)"
brand: "fanpro"
price: "AR$96902"
currency: ARS
in_stock: true
reviews_count: 4
url: https://www.desertcart.com.ar/products/12532089-classic-battletech-maximum-tech-fpr35013
store_origin: AR
region: Argentina
---

# Classic Battletech: Maximum Tech (FPR35013)

**Brand:** fanpro
**Price:** AR$96902
**Availability:** ✅ In Stock

## Quick Answers

- **What is this?** Classic Battletech: Maximum Tech (FPR35013) by fanpro
- **How much does it cost?** AR$96902 with free shipping
- **Is it available?** Yes, in stock and ready to ship
- **Where can I buy it?** [www.desertcart.com.ar](https://www.desertcart.com.ar/products/12532089-classic-battletech-maximum-tech-fpr35013)

## Best For

- fanpro enthusiasts

## Why This Product

- Trusted fanpro brand quality
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## Description

Classic Battletech: Maximum Tech (FPR35013)

## Images

![Classic Battletech: Maximum Tech (FPR35013) - Image 1](https://m.media-amazon.com/images/I/91AVNSJ2w7L.jpg)

## Customer Reviews

### ⭐⭐⭐ 







  
  
    Not Bad, not Great
  

*by M***E on Reviewed in the United States on July 19, 2009*

Maximum Tech is a sourcebook to add a lot of different optional rules and equipment to the Battletech universe. The book feels a little rushed in it's presentation -- there are a few glaring typos, or diagrams that simply hang there without explanation.  It also, frankly, doesn't actually add all that much. It adds new rules for dueling, which are handy but seem a bit unnecessary to me (it feels a bit ripped from Mechwarrior RPG, actually, though to be fair I do not play 1-1 duels nor do I play Mechwarrior). It's new rules for artillery are only a few pages, and while they do make artillery a new potent force there's not all that much there. There are some awesome rules for "effective vehicles", which make the vehicles already used in earlier products a lot less feeble. This is a very welcome change for my group. It also includes some additional optional rules on critical hits, like making multi-slot items not be destroyed in a single hit. These are really impressive rules that add depth to the game without overly increasing book-keeping.  The guidebook does add some new trinkets for construction of mechs, including the ability to add different turrets on a mech, body mounted cockpits, and some different types of armor. It also adds some additional items and equipment, though I've found most of these items are a bit clunky and not really all that worthwhile. Sure, they hit HARD, but they add so much heat it's getting to the point of impractical. The different armors are, however, a very interesting idea and a lot of fun to play with. It also includes some attempts to make auto-cannons more equitable with the more powerful energy weapons.  Finally, the book includes calculated battle values for every listed mech and variant out there. This can be useful, but most people can find these values online for free so it is a bit redundant.  If I'm coming across rather negative, please don't misinterpret me. This is a book full of optional rules. It is not intended to be some awesome re-imagining of battle-tech, nor to completely change the way the game is played. It does what it does well: it presents several different optional rules for people to incorporate into their game. The new rules are solid and varied enough it's quite possible to thumb through and find some things that are interesting. Not everything is stellar -- the additional extra terrains for example, seem a tad redundant, but if you see an extra rule you don't like, just don't use it. I haven't found anything that is completely fall-out-of-your-chair-awesome, but there are some interesting options in here that make for some good variety to the game.  This is a good book. However, it tries to come across that there are dozens and dozens of variants and tons of super cool awesome rules. That's not the case. There is some variety, there is some extra equipment, but nothing in overabundance (and nothing super broke about the new equipment, by the way. A lot of time is spent trying to "fix" earlier equipment). That's alright though. The core of the battletech game is a solid game, and it fixes a few problems (like artillery) and changes things up.  In short, don't by this book expecting a brand new game or super-new broken equipment. That's not what this book does. It's a nifty addition to the battletech game, but it's not a must-have. I would have few qualms sticking to simply master rules.

### ⭐⭐⭐⭐⭐ 







  
  
    Revised edition
  

*by J***I on Reviewed in the United States on May 24, 2016*

It was what I needed for my book collection.

### ⭐⭐⭐ 







  
  
    Ok, but ....
  

*by R***6 on Reviewed in the United States on September 23, 2013*

It's an alright for the info inside but it is really just a collection of rules, which is fine as they add new layers to the game but I alwys like a little fluff. When are they putting the weapon stats for all the new weapons  back into the TRO's? I really like how the did that for the initial Clans TRO, really need to get back to that, it sucks to see this nice new mech but you cannot run it until you get the stats on the new weapon

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*Product available on Desertcart Argentina*
*Store origin: AR*
*Last updated: 2026-03-13*