Equipment
The goal of the conversion was to provide general frameworks which players can use to represent specific types of equipment, and then allow them to detail them in whatever mode they wish within those basic statistics. That being said, over time more items may be added to this list - feel free to reach out if you desperately need something and you don't see it represented here. Many small or inconsequential items which would be considered common, such as civilian attire, normal food, etc are not tracked, and are assumed to be covered by a character's salary.
Equipment:
Condition:
Equipment in the game, primarily weapons, advanced armor and tools, and vehicles, can have condition ratings, which range through 6 values: Excellent, Great, Good, Poor, Bad, and Ramshackle. Items normally begin with a Great condition rating. Once equipment has reached the ramshackle rating, failure in maintenance will cause damage to the item, potentially destroying it, based upon the maintenance tables, if in use, or the GM's discretion.
After heavy use (combat/an expedition, for instance), maintenance will need to be performed on any equipment with a condition rating – for personal items, this will be a (item relevant skill)/Intelligence check at a TN of 15 + (5 x relevant modifier), and for vehicles, it will have to be accomplished by a trained technician.
Weapons:
-Firearm Range: Each firearm may fire out past the listed range, up to a maximum of six times the listed range, but for each time the full range value is exceeded, the attack suffers a -5 penalty on the roll to hit. For instance, a Revolver with a listed range of 50' fired at a target with is 110' away would suffer a -10 penalty, for exceeding the full range value two times. A gun used in melee suffers a penalty to hit based on size, either -5, -10, or -15 respectively, for small, medium, or large firearms.
Firearms also do not suffer penalties for use while prone.
Optional Rules:
-Concealable
Applies to: Pistols
Effect: This weapon is unusually small and easy to hide. Gain a free raise on attempts to hide this weapon, but it loses any bonus damage it would normally provide.
-Easy Maintenance
This item is rugged, simple, or otherwise easy to keep in working order. Decreases the difficulty of all maintenance checks by 5.
-Premium Quality
Applies to: any weapon
Effect: This weapon is extremely well made, costing 1.5x the normal price, but it begins in excellent condition, and grants a free raise to maintenance rolls.
-Bargain Price
Applies to: any weapon
Effect: This weapon is extremely cheaply made, costing 0.75x the normal price, but it begins in poor condition, and the difficulty of maintenance checks is increased by 5.
-Anti-Mech:
Applies to: Specified Weapons
Weapons with the “Anti-Mech” rule are not meant to target anything smaller than a bus, and as such they suffer severe accuracy penalties when targeting human sized targets. This translates to a +20 to the TN of all relevant skill checks when making attacks against such small targets.
In addition, many weapons designed to strike a Mech would be considered overkill to use on a human target, as they deal catastrophic damage to the point of impact. Any weapon with this trait which makes a successful attack roll against an undersized target multiplies its damage by 10 before reduction is applied.
All mech/vehicle mounted weapons, excepting flamers and machine guns, have this rule by default.
-Blast:
Applies to: Specified Weapons
Some weapons are extraordinarily dangerous – inflicting damage in a wide area around the point of impact. This means that even if they miss, they can potentially maim or kill an unwary target. When a weapon with Blast misses a target, it deals damage as normal, but with a penalty of -1k1 to the damage roll for each 5 points it missed by, rounded up to the nearest interval of 5, so a roll which missed by 6 would deal -2k2 damage to the target.
Antique Weapons
-Bow – cost 20 CBills
as L5R 4e Yumi or Han-Kyu, chosen at purchase.
Melee Weapons
-Tomahawk – cost 5 CBills
as L5R 4e Masakari
-Baton – cost 3 CBills
The Baton is a weapon used for riot control, taking the form of a hardwood or composite rod roughly 2 feet in length, often with a wrapped handle, and sometimes a weighted end.
Size: Small
DR: 4k1
-Bayonet – cost 3 CBills
An ancient weapon, the Bayonet is a bladed dagger with an attachment point, allowing it to be fixed to a rifle to increase reach and leverage.
Size: Small
DR: 2k2
Special Rules: May be mounted on any rifle sized weapon, gaining +1k0 to damage rolls and changing size to Medium.
-Longsword – cost 15 CBills
This is an ancient weapon, largely kept for ceremonial purposes. This can take many forms, from German arming swords to Japanese Katana, these ceremonial blades are still deadly to unarmored flesh.
As L5R 4e Katana, regardless of form and martial history
-Vibroblade – cost 100 CBills
This weapon is unusual, a metal blade with attached vibrators, a massive harness mounted power pack worn by the user, and heavy wiring connecting the two. The blade, once active, vibrates at extraordinary rates, glowing white hot and cutting through most materials with ease, but becomes very difficult to control.
Size: Large
DR: 5k6
Special Rules: Any attacks made using a Vibroblade suffer a +10 penalty to the TN. Vibroblades ignore reduction. Every time a Vibroblade strikes a target, the quality of the blade decreases one step. Once it becomes ramshackle the blade is irreparably damaged, forcing a replacement (an easy task, but one which requires five minutes to complete), at a cost of 10 CBills per blade.
Pistols
-Revolver – 50 CBills
Revolvers come in many forms, but are widely loved by those who favor a rugged, simple, and nostalgic weapon. Though lacking in many modern features, they are sturdy, accurate, and often aesthetically pleasing, making them ideal for rough climates or ceremonial sidearms.
Size: Small
Range: 50'
Damage: +2k0
Capacity: 6 rounds.
Special Rules: Easy Maintenance.
-Repeater – 40 CBills
Repeaters come in nearly countless forms, semi-automatic weapons of all shapes, brands, and size. Any semi-automatic pistol falls into this category, along with several other designs. Reliable, affordable, and almost universally legal on any world that permits private firearm ownership, these guns are popular throughout the inner-sphere.
Size: Small
Range: 40'
Damage: +1k0
Capacity: 15 rounds
Special Rules:
(Optional) Automatic: Gun gains Automatic trait, changes capacity to 4 Bursts (20 rounds), and price increases by 100 CBills.
(Optional) High Caliber: Gun gains +2k0 damage, drops to 5 capacity, and price increases by 40 CBills.
-Laser – 100 CBills
Laser pistols are unusual, in that they rely on fast charging power packs to function, spitting out a rather vicious beam of coherent energy with each shot. The main drawback of the weapon is the tendency to explode when damaged, and the incredible heat caused by repeated use.
Size: Small
Range: 100'
DR: 6k3
Capacity: 10 shots/charge (Backup power packs cost 40 CBills)
Special Rules: Laser weapons accrue heat every time they fire – decreasing accuracy as they do. Each consecutive shot without a turn spent cooling the weapon suffers a -5 penalty. Additionally, when destroyed by damage, the weapon explodes violently, causing temporary disadvantages at the GMs discretion, along with XkX damage to the user, where X is the number of shots left in the power pack.
-Needler – Cost 150 CBills
Needle weapons are especially nasty weapons, operating by ripping small chunks from a plastic or composite ammo block, throwing fragments out at blistering speeds. This makes them devastating at close ranges and against unarmored flesh, and largely useless otherwise. They are also illegal for civilian ownership on several worlds.
Size: Small
Range: 25'
DR: 7k5
Capacity: Unlimited (Can be reloaded at almost no cost, and can even use scrap metal as ammunition)
Special Rules: Needle weapons double the effect of armor worn by the target, and also lose 2k1 damage per -5 penalty from range. (For example, at 40', it would deal 5k4 damage.)
Light Infantry Weapons (LIW)
-Civilian Rifle – Cost 50 CBills
There are many varieties of long rifle available to the civilian market, with mechanisms ranging from semi-automatic repeaters to lever action antiques. They often perform in a similar fashion, and while they vary in quality and price, they tend to perform in a similar way.
Size: Medium
Range: 150'
Damage: +3k0
Capacity: 10 rounds
-Assault Rifle – Cost 200 CBills
Military weaponry is usually a little more rugged, with additional features to permit selective fire, superior ballistics, and are fit for use on all sorts of worlds.
Size: Medium
Range: 125'
Damage: +3k0
Capacity: 6 Bursts (30 rounds)
Special Rules: Automatic
-SMG – Cost 120 CBills
Small, fast firing weapons, the SMG is a staple of urban fighters, whether they be criminals, anti-terrorist units, or terrorists themselves.
Size: Small
Range: 50'
Damage: +2k0
Capacity: 8 Bursts (40 rounds)
Special Rules: Automatic, Easy to control – when performing the automatic fire combat maneuver, you never need to call more than 3 raises.
-Laser Rifle – Cost 300 CBills
Laser Rifles are oversized laser pistols, with forward grips, heftier power supplies, and larger focusing shaft to create an even more intense beam – increased heat is offset by increased cooling, but the rifles still tend to overheat with prolonged use.
Size: Medium
Range: 200'
DR: 8k3
Capacity: 20 shots/charge (Backup power packs cost 100 CBills)
Special Rules: Laser weapons accrue heat every time they fire – decreasing accuracy as they do. Each consecutive shot without a turn spent cooling the weapon suffers a -5 penalty. Additionally, when destroyed by damage, the weapon explodes violently, causing temporary disadvantages at the GMs discretion, along with XkX damage to the user, where X is the number of shots left in the power pack
Heavy Infantry Weapons (HIW)
-Light Machine Gun – Cost: 1000 CBills
Designed to provide punishing bursts of fire which button up the enemy, forcing them into cover and providing openings for others, this gun has a large capacity, but poor overall range compared to more restrained weapons.
Size: Large
Range: 75'
Damage: +3k0
Capacity: 8 Bursts (50 rounds)
Special Rules: Automatic
-Marksman Rifle – Cost: 900 CBills
There are many varieties of long rifle available to the dedicated marksman, with mechanisms ranging from semi-automatic repeaters to oversized bolt actions. They often perform in a similar fashion, and while they vary in quality and price, they tend to perform well regardless.
Size: Large
Range: 300'
Damage: +4k0
Capacity: 4 rounds
Special Rules: These rifles are extremely cumbersome - if targeting an enemy within 100' suffer a -5 penalty to attack rolls, increased to -15 if the target is within 50'.
Support Weapons
-MPL (Man Portable Launcher) – Cost: 2500 CBills
This weapon system represents a variety of different platforms which are capable of launching short range missiles, or SRMs. Clumsy, heavy, and destructive, they give Infantry the ability to punch above their weight.
Size: Large
Range: 250'
Damage: +1k0
Capacity: 1 Missile
-MG (Machine-guns) – Cost: 1500 CBills
The Machine-gun is a weapon that can trace its ancestry back into the distant past, before mankind first sought the stars. It is largely unchanged in function, even though small improvements have been made over time, and these high-caliber monsters remain lethal tools of suppression to this day, the greatest nemesis of the infantryman without a place to hide.
Size: Large
Range: 75'
Damage: +4k0
Capacity: 15 bursts (150 rounds)
Special Rules: Automatic, This weapon is cumbersome at best, and cannot be used on the move – it can only be fired while prone and stationary, and requires a simple action to set up or tear down for relocating to a different location. The ferocious weight of fire from this gun makes it hard to control, making it hard to hit small targets out of cover – doubling the effect of any cover bonuses on the target.
Ammunition:
Antique:
-Arrows – cost 1 CBill/arrow
as L5R 4e Willow Cutter or Flesh Cutter arrows, as chosen
Pistol:
-FMJ – cost 2 Cbill/20rds
-DR: 3k3
-HP – cost 3 Cbill/20rds
-DR: 3k4, doubles reduction of armor.
LIW:
-FMJ – cost 3 Cbill/10rds
-DR: 4k3
-HP – cost 3 Cbill/10rds
-DR: 3k5, doubles reduction of armor.
-AP – cost 5 Cbill/10rds
-DR: 3k3, ignores up to 20 points of reduction.
HIW:
-Incendiary – cost 10 Cbill/5rds
-DR: 3k5, ignores TN penalties from armor.
-AP – cost 5 CBill/10rds
-DR: 3k3, ignores up to 40 points of reduction.
Support Weapons:
-SRM (Short Range Missile) – cost 540 Cbill/missile
-DR: 2k2 – Anti-Mech, Blast
-Inferno (Flammable Gel Missile) – cost 270 Cbill/missile
-DR: 1k1, adds 2 points of heat to mech targets, and ignites infantry targets – inflicting the same damage as rolled for 10 rounds. The gel can burn even when submerged in water, so can only be put out by specialized fire suppressants. – Anti-Mech
-Ball/Tracer – cost 10 CBill/50rds
-DR: 4k5.
Explosives:
-Infantry Grenade (Frag) - Cost: 40 CBills
This single use weapon can be utilized with an attack roll utilizing Athletics/Strength, and has a DR of 7k5. The interval size of damage falloff is increased to 10'.
Special Rules: Blast
-Satchel Charge - Cost: 100 Cbills
This large explosive is useful for many jobs, ranging from clearing obstacles to kneecapping mechs. it's far too clumsy to throw beyond 5-10 feet, making it ill suited for use as a projectile weapon. It can be set and armed as a complex action with a Demolitions/Intelligence check against a TN of 15. If you fail, the check can be attempted again, but a 2nd failure will have a 50/50 chance to either ruin the detonator or set off the device prematurely.
When used against a mobile target, such as a mech or vehicle, it first requires a Demolitions/Dexterity check against the melee TN of the target, with the requisite called raises to precision strike the chosen part of your target, and then requires the standard arming check. Once armed, the device will detonate once the timer expires - the fuse can be set for a duration between 20s(3 rounds)-10 minutes(100 rounds).
Defusing it requires 30 seconds of effort followed by a successful demolitions/Willpower check with a base TN of 25. Failing this roll sets off the device.
DR: 10k8
Special Rules: Blast
Armor:
Armor comes in many forms, from many manufacturers, with a variety of different fits and customized options for different use cases – ranging from environmental protection to defense against a variety of weapons, or even equipment for espionage.
When obtaining defensive apparel, each suit will have a base set of values, and then includes optional configurations – these are chosen at the time of purchase and cannot be modified.
- Padded Clothes – Cost: 10 CBills
These represent a huge variety of civilian attire, ranging from leather jackets to shirts with thin layers of protective armor weave, to stylish attire with hidden plates.
Melee TN Bonus: +3
Ranged TN Bonus: 0
Reduction: 1
- Environment Suit – Cost: 20 CBills
The environmental suit is a catchall term for a collection of protective items which can compensate for many of the most common environmental hazards in the inner-sphere, including a re-breather with optional oxygen tank, safety goggles, insulated boots and gloves, and an optional temperature regulator which can be utilized in extreme heat or cold.
Melee TN Bonus: +3
Ranged TN Bonus: 0
Reduction: 1
Special Rules: While wearing an Environment Suit, a character can ignore up to 5 points of penalties imposed by environmental effects, ranging from sparse/toxic atmosphere to extreme heat or cold. It also grants 5 points of reduction against extreme temperatures and highly acidic environments. It is not effective in protecting against a unusual gravity or vacuum.
(Optional) Harsh Environment: By fully covering the user in a specialized, if bulky, suit, this variant provides greatly increased protection from hostile climates. This variant is clumsy, inflicting a -5 to all Dexterity rolls, but provides doubled reduction, along with the ability to ignore up to 10 points of penalties imposed by extreme environmental factors such as temperature and atmospheric toxicity, at a cost of an additional 50 CBills.
(Optional) Combat EVO Suit: This version includes mounting points for plates of ablative or flak armor, granting either a +5 melee or +5 ranged armor TN bonus, and an additional 4 points of reduction. The added bulk inflicts a -5 penalty to all Athletics and Stealth skill rolls, and the upgrade costs an additional 100 CBills.
-Light Infantry Armor: - Cost: 100 CBills
A standard protective gear for infantry, Light Infantry Armor consists of an armored vest, helmet, and protective equipment for the arms and legs over breathable combat fatigues. The armor comes rigged with ablative plates to protect against melee weapons, or with flak plating to defend against ranged attacks.
Melee TN Bonus (Ablative Plate): +8
Ranged TN Bonus (Flak Plate): +8
Reduction: 5
Special Rules: The layered armor makes it difficult to move about – while wearing this gear, the user suffers a -5 penalty to Athletics and Stealth skill rolls.
(Optional) Hybrid Plates: This upgrade was designed to help soldiers who were entering urban combat zones gain a little more protection against a wide range of threats – comprised of a mixture of ablative and flak plating, these suits give a bonus of +5 to Melee and Ranged TN, instead of the usual bonus, but cost an additional 250 CBills.
-Space Suit – Cost: 500 CBills
Operating in Zero-G or an environment without atmosphere can be extremely challenging, and attempting to do so without one of these suits can be impossible. Generally considered mandatory for all ship crews, these are often pressed into service on inhospitable worlds which lack atmosphere.
Melee TN Bonus: +3
Ranged TN Bonus: 0
Reduction: 1
Special Rules: This suit provides immunity to the effects of being in a vacuum, but can spring leaks any time they suffer 5 or more damage after reduction. Leaks cause the user to begin choking – with effects identical to drowning, and must be repaired with a Technician/Dexterity(Repair) check with a TN equal to the damage suffered before the choking can be stopped. In addition, the thick material imposes a +5 penalty to Dexterity checks when used in any environment that isn't zero-G.
(Optional) Combat: With the understanding that soldiers might need to fight in space, armored space suits were developed. These models improve both the Melee and Ranged TN Bonus to +5, and increase reduction to 5 as well. Furthermore, they only suffer leaks when suffering 10 or more damage, but the price is increased by 1000 CBills.
-Cooling Vest – Cost: N/A
The Cooling Vest is an important part of a Mechwarrior's attire, and is not sold or worn independently – both because of prohibitive cost and the simple reality that the main functions of the vest, to cool the user and monitor their vitals, only function while attached to the systems inside a Mech cockpit. They do, however, include some armor plating to defend against shrapnel and harsh impacts a pilot may experience in battle.
Melee TN Bonus: 0
Ranged TN Bonus: 0
Reduction: 3
-Sneak Suit – Cost: 5000 CBills (Rare)
The aptly named 'sneak suit' is a bit of advanced technology which dates back to the Star League days. A tightly fitted bodysuit of durable, sound-absorbent fibers, the suit lends itself to infiltration missions and is often considered a standard issue to units such as the infamous DEST commandos.
Melee TN Bonus: 3
Ranged TN Bonus: 8
Reduction: 3
Special Rules: The integrated grappling equipment and advanced light and sound dissipating materials make this suit incredibly useful when attempting to avoid notice or make difficult climbs. The wearer of the suit gains a free raise for any Athletics(Climb) or Stealth checks.
Misc:
Communications:
-Comm Kit – Cost: 70 CBills
A comm kit allows the user to tune into a variety of frequencies and modes of communication, including multi-band radio, wireless telephone, or even direct data streaming, providing the infrastructure is available. In practical terms it has a range of roughly 50 miles without satellite support.
-Field Relay – Cost: 500 CBills
A somewhat portable signal hub, this equipment is often mounted aboard command vehicles or set up at mobile base tents, allowing for long range broadcast and supporting local radio communication between dozens of different radios at a time.
-Vid Phone – Cost: 35 CBills
A phone capable of audio and visual communication, and can operate up to 30 miles from network towers without losing signal.
Electronics:
-Digital Encryption Suite – Cost: 500 CBills (Rare)
This briefcase sized device is utilized for a large number of physical and digital encryption methods, and grants 2 free raises on attempts to create and implement a cypher, and a single raise on attempts to decrypt an unknown cypher.
-Micro Recorder – Cost: 150 CBills (Rare)
This tiny device can be used to take audio recordings in a radius of roughly 5ft for a quiet conversation. It can be discovered by an investigation/Perception roll with a base TN of 25.
(Optional) Video Recording: Adds the ability to capture low resolution video for an additional 150 CBills, though increased bulk lowers TN to discover the device by 5.
(Optional) Sonic Transmission: Allows remote collection of device data by submitting code in micro pulses of inaudible noise, directed into a surface capable of resonating and being recorded by an outside sensor, such as glass. Costs an additional 1000 CBills.
(Optional) Miniaturization: Increases TN to discover by 5, doubles total cost.
-Noteputer – Cost: 250 CBills
This small pad sized personal computer is capable of basic data handling, simple micromedia, and basic gaming. A staple of office workers, busy techs, and logistics professionals alike. Secured with a simple biometric fingerprint by default, though more complex options are available to the paranoid or wealthy.
-Video Imager – Cost: 75 CBills
This device captures 2D and 3D images for use in viewscreens and holo-viewers. Hand-held, with a battery life which is notoriously short, it is theorized that they were designed this way to ensure a healthy sale of oversized batteries on the secondary market.
-Holomap – Cost: 250 CBills
This handheld device gives a basic holographic overview of the loaded terrain and mission data – can be networked via local or satellited telemetry for up to date information.
-Holotable – Cost: 1000 CBills
This massive holomap allows for a much higher degree of fidelity and can be plugged into other command and control computers to allow a field commander an extremely accurate view of what his units are detecting... so long as the connection remains stable. The size and power requirements of the device make it impractical for use outside of vehicles or installation command centers.
Survival:
-Camping Equipment – Cost: 100 CBills
A deluxe set of camping equipment, including tent, tools, bedding, camp stove, water collection material and filters.
-Combat Rations – Cost: 10 CBills
These dried rations taste like sawdust, but provide all the nutrion you need for a day, and will likely stay 'good' until the heat death of the universe.
-Plastiflesh Patch – Cost: 50 CBills
This medical patch can be applied to any injury to stem bleeding and sterilize any open wounds. It can be applied as a complex action to immediately remove any bleeding injuries and restore 3k3 wounds to the injured character. Only one Plastiflesh patch can be applied per wound roll, and cannot restore a number of wounds greater than that wound inflicted. Within 8 hours, the healing from the patch must then be treated by a medtech wound treatment roll, with any wounds 'restored' making permanent a number of wounds healed up to the amount restored by the patch, with any not treated in that way being re-applied to the character at the end of the 8 hour delay, up to the 'Out' wound rank. A character cannot die thanks to regaining wounds from an expiring Plastiflesh patch.
-Surgeon's Tools – Cost: 200 CBills
These tools allow a character to perform medicine checks without penalties to stabilize the injured, and also grant a free raise toward checks using the Surgery emphasis.
-Technician's Kit (Type) – Cost: 250 CBills
These tools allow a technician to make checks to perform maintenance or repair without additional penalty from inadequate tools.
-Demolition Kit - Cost: 500 CBills
This kit includes the requisite parts to perform controlled detonations, including detonators, controls, and raw explosive materials. You can utilize to create roughly ten charges sufficient to breach doors, destroy structural supports, or serve as an improvised explosive device.
Personal Vehicles: This section is intentionally short - many more interesting vehicles already exist in the various Battletech source materials - if you want a combat capable vehicle, you will want to obtain one from those sources.
-Light Automobile – Cost: 3000 CBills
A small, extremely cheaply made vehicle which seats 4, rather uncomfortably, and is capable of driving from place to place using a conventional internal combustion engine, rather slowly.
-MotorBike – Cost: 2000 CBills
A cheap bike, this represents any of a number of bargain brand bikes which, while not particularly impressive, are functional and reliable for moving from place to place.
Equipment:
Condition:
Equipment in the game, primarily weapons, advanced armor and tools, and vehicles, can have condition ratings, which range through 6 values: Excellent, Great, Good, Poor, Bad, and Ramshackle. Items normally begin with a Great condition rating. Once equipment has reached the ramshackle rating, failure in maintenance will cause damage to the item, potentially destroying it, based upon the maintenance tables, if in use, or the GM's discretion.
After heavy use (combat/an expedition, for instance), maintenance will need to be performed on any equipment with a condition rating – for personal items, this will be a (item relevant skill)/Intelligence check at a TN of 15 + (5 x relevant modifier), and for vehicles, it will have to be accomplished by a trained technician.
Weapons:
-Firearm Range: Each firearm may fire out past the listed range, up to a maximum of six times the listed range, but for each time the full range value is exceeded, the attack suffers a -5 penalty on the roll to hit. For instance, a Revolver with a listed range of 50' fired at a target with is 110' away would suffer a -10 penalty, for exceeding the full range value two times. A gun used in melee suffers a penalty to hit based on size, either -5, -10, or -15 respectively, for small, medium, or large firearms.
Firearms also do not suffer penalties for use while prone.
Optional Rules:
-Concealable
Applies to: Pistols
Effect: This weapon is unusually small and easy to hide. Gain a free raise on attempts to hide this weapon, but it loses any bonus damage it would normally provide.
-Easy Maintenance
This item is rugged, simple, or otherwise easy to keep in working order. Decreases the difficulty of all maintenance checks by 5.
-Premium Quality
Applies to: any weapon
Effect: This weapon is extremely well made, costing 1.5x the normal price, but it begins in excellent condition, and grants a free raise to maintenance rolls.
-Bargain Price
Applies to: any weapon
Effect: This weapon is extremely cheaply made, costing 0.75x the normal price, but it begins in poor condition, and the difficulty of maintenance checks is increased by 5.
-Anti-Mech:
Applies to: Specified Weapons
Weapons with the “Anti-Mech” rule are not meant to target anything smaller than a bus, and as such they suffer severe accuracy penalties when targeting human sized targets. This translates to a +20 to the TN of all relevant skill checks when making attacks against such small targets.
In addition, many weapons designed to strike a Mech would be considered overkill to use on a human target, as they deal catastrophic damage to the point of impact. Any weapon with this trait which makes a successful attack roll against an undersized target multiplies its damage by 10 before reduction is applied.
All mech/vehicle mounted weapons, excepting flamers and machine guns, have this rule by default.
-Blast:
Applies to: Specified Weapons
Some weapons are extraordinarily dangerous – inflicting damage in a wide area around the point of impact. This means that even if they miss, they can potentially maim or kill an unwary target. When a weapon with Blast misses a target, it deals damage as normal, but with a penalty of -1k1 to the damage roll for each 5 points it missed by, rounded up to the nearest interval of 5, so a roll which missed by 6 would deal -2k2 damage to the target.
Antique Weapons
-Bow – cost 20 CBills
as L5R 4e Yumi or Han-Kyu, chosen at purchase.
Melee Weapons
-Tomahawk – cost 5 CBills
as L5R 4e Masakari
-Baton – cost 3 CBills
The Baton is a weapon used for riot control, taking the form of a hardwood or composite rod roughly 2 feet in length, often with a wrapped handle, and sometimes a weighted end.
Size: Small
DR: 4k1
-Bayonet – cost 3 CBills
An ancient weapon, the Bayonet is a bladed dagger with an attachment point, allowing it to be fixed to a rifle to increase reach and leverage.
Size: Small
DR: 2k2
Special Rules: May be mounted on any rifle sized weapon, gaining +1k0 to damage rolls and changing size to Medium.
-Longsword – cost 15 CBills
This is an ancient weapon, largely kept for ceremonial purposes. This can take many forms, from German arming swords to Japanese Katana, these ceremonial blades are still deadly to unarmored flesh.
As L5R 4e Katana, regardless of form and martial history
-Vibroblade – cost 100 CBills
This weapon is unusual, a metal blade with attached vibrators, a massive harness mounted power pack worn by the user, and heavy wiring connecting the two. The blade, once active, vibrates at extraordinary rates, glowing white hot and cutting through most materials with ease, but becomes very difficult to control.
Size: Large
DR: 5k6
Special Rules: Any attacks made using a Vibroblade suffer a +10 penalty to the TN. Vibroblades ignore reduction. Every time a Vibroblade strikes a target, the quality of the blade decreases one step. Once it becomes ramshackle the blade is irreparably damaged, forcing a replacement (an easy task, but one which requires five minutes to complete), at a cost of 10 CBills per blade.
Pistols
-Revolver – 50 CBills
Revolvers come in many forms, but are widely loved by those who favor a rugged, simple, and nostalgic weapon. Though lacking in many modern features, they are sturdy, accurate, and often aesthetically pleasing, making them ideal for rough climates or ceremonial sidearms.
Size: Small
Range: 50'
Damage: +2k0
Capacity: 6 rounds.
Special Rules: Easy Maintenance.
-Repeater – 40 CBills
Repeaters come in nearly countless forms, semi-automatic weapons of all shapes, brands, and size. Any semi-automatic pistol falls into this category, along with several other designs. Reliable, affordable, and almost universally legal on any world that permits private firearm ownership, these guns are popular throughout the inner-sphere.
Size: Small
Range: 40'
Damage: +1k0
Capacity: 15 rounds
Special Rules:
(Optional) Automatic: Gun gains Automatic trait, changes capacity to 4 Bursts (20 rounds), and price increases by 100 CBills.
(Optional) High Caliber: Gun gains +2k0 damage, drops to 5 capacity, and price increases by 40 CBills.
-Laser – 100 CBills
Laser pistols are unusual, in that they rely on fast charging power packs to function, spitting out a rather vicious beam of coherent energy with each shot. The main drawback of the weapon is the tendency to explode when damaged, and the incredible heat caused by repeated use.
Size: Small
Range: 100'
DR: 6k3
Capacity: 10 shots/charge (Backup power packs cost 40 CBills)
Special Rules: Laser weapons accrue heat every time they fire – decreasing accuracy as they do. Each consecutive shot without a turn spent cooling the weapon suffers a -5 penalty. Additionally, when destroyed by damage, the weapon explodes violently, causing temporary disadvantages at the GMs discretion, along with XkX damage to the user, where X is the number of shots left in the power pack.
-Needler – Cost 150 CBills
Needle weapons are especially nasty weapons, operating by ripping small chunks from a plastic or composite ammo block, throwing fragments out at blistering speeds. This makes them devastating at close ranges and against unarmored flesh, and largely useless otherwise. They are also illegal for civilian ownership on several worlds.
Size: Small
Range: 25'
DR: 7k5
Capacity: Unlimited (Can be reloaded at almost no cost, and can even use scrap metal as ammunition)
Special Rules: Needle weapons double the effect of armor worn by the target, and also lose 2k1 damage per -5 penalty from range. (For example, at 40', it would deal 5k4 damage.)
Light Infantry Weapons (LIW)
-Civilian Rifle – Cost 50 CBills
There are many varieties of long rifle available to the civilian market, with mechanisms ranging from semi-automatic repeaters to lever action antiques. They often perform in a similar fashion, and while they vary in quality and price, they tend to perform in a similar way.
Size: Medium
Range: 150'
Damage: +3k0
Capacity: 10 rounds
-Assault Rifle – Cost 200 CBills
Military weaponry is usually a little more rugged, with additional features to permit selective fire, superior ballistics, and are fit for use on all sorts of worlds.
Size: Medium
Range: 125'
Damage: +3k0
Capacity: 6 Bursts (30 rounds)
Special Rules: Automatic
-SMG – Cost 120 CBills
Small, fast firing weapons, the SMG is a staple of urban fighters, whether they be criminals, anti-terrorist units, or terrorists themselves.
Size: Small
Range: 50'
Damage: +2k0
Capacity: 8 Bursts (40 rounds)
Special Rules: Automatic, Easy to control – when performing the automatic fire combat maneuver, you never need to call more than 3 raises.
-Laser Rifle – Cost 300 CBills
Laser Rifles are oversized laser pistols, with forward grips, heftier power supplies, and larger focusing shaft to create an even more intense beam – increased heat is offset by increased cooling, but the rifles still tend to overheat with prolonged use.
Size: Medium
Range: 200'
DR: 8k3
Capacity: 20 shots/charge (Backup power packs cost 100 CBills)
Special Rules: Laser weapons accrue heat every time they fire – decreasing accuracy as they do. Each consecutive shot without a turn spent cooling the weapon suffers a -5 penalty. Additionally, when destroyed by damage, the weapon explodes violently, causing temporary disadvantages at the GMs discretion, along with XkX damage to the user, where X is the number of shots left in the power pack
Heavy Infantry Weapons (HIW)
-Light Machine Gun – Cost: 1000 CBills
Designed to provide punishing bursts of fire which button up the enemy, forcing them into cover and providing openings for others, this gun has a large capacity, but poor overall range compared to more restrained weapons.
Size: Large
Range: 75'
Damage: +3k0
Capacity: 8 Bursts (50 rounds)
Special Rules: Automatic
-Marksman Rifle – Cost: 900 CBills
There are many varieties of long rifle available to the dedicated marksman, with mechanisms ranging from semi-automatic repeaters to oversized bolt actions. They often perform in a similar fashion, and while they vary in quality and price, they tend to perform well regardless.
Size: Large
Range: 300'
Damage: +4k0
Capacity: 4 rounds
Special Rules: These rifles are extremely cumbersome - if targeting an enemy within 100' suffer a -5 penalty to attack rolls, increased to -15 if the target is within 50'.
Support Weapons
-MPL (Man Portable Launcher) – Cost: 2500 CBills
This weapon system represents a variety of different platforms which are capable of launching short range missiles, or SRMs. Clumsy, heavy, and destructive, they give Infantry the ability to punch above their weight.
Size: Large
Range: 250'
Damage: +1k0
Capacity: 1 Missile
-MG (Machine-guns) – Cost: 1500 CBills
The Machine-gun is a weapon that can trace its ancestry back into the distant past, before mankind first sought the stars. It is largely unchanged in function, even though small improvements have been made over time, and these high-caliber monsters remain lethal tools of suppression to this day, the greatest nemesis of the infantryman without a place to hide.
Size: Large
Range: 75'
Damage: +4k0
Capacity: 15 bursts (150 rounds)
Special Rules: Automatic, This weapon is cumbersome at best, and cannot be used on the move – it can only be fired while prone and stationary, and requires a simple action to set up or tear down for relocating to a different location. The ferocious weight of fire from this gun makes it hard to control, making it hard to hit small targets out of cover – doubling the effect of any cover bonuses on the target.
Ammunition:
Antique:
-Arrows – cost 1 CBill/arrow
as L5R 4e Willow Cutter or Flesh Cutter arrows, as chosen
Pistol:
-FMJ – cost 2 Cbill/20rds
-DR: 3k3
-HP – cost 3 Cbill/20rds
-DR: 3k4, doubles reduction of armor.
LIW:
-FMJ – cost 3 Cbill/10rds
-DR: 4k3
-HP – cost 3 Cbill/10rds
-DR: 3k5, doubles reduction of armor.
-AP – cost 5 Cbill/10rds
-DR: 3k3, ignores up to 20 points of reduction.
HIW:
-Incendiary – cost 10 Cbill/5rds
-DR: 3k5, ignores TN penalties from armor.
-AP – cost 5 CBill/10rds
-DR: 3k3, ignores up to 40 points of reduction.
Support Weapons:
-SRM (Short Range Missile) – cost 540 Cbill/missile
-DR: 2k2 – Anti-Mech, Blast
-Inferno (Flammable Gel Missile) – cost 270 Cbill/missile
-DR: 1k1, adds 2 points of heat to mech targets, and ignites infantry targets – inflicting the same damage as rolled for 10 rounds. The gel can burn even when submerged in water, so can only be put out by specialized fire suppressants. – Anti-Mech
-Ball/Tracer – cost 10 CBill/50rds
-DR: 4k5.
Explosives:
-Infantry Grenade (Frag) - Cost: 40 CBills
This single use weapon can be utilized with an attack roll utilizing Athletics/Strength, and has a DR of 7k5. The interval size of damage falloff is increased to 10'.
Special Rules: Blast
-Satchel Charge - Cost: 100 Cbills
This large explosive is useful for many jobs, ranging from clearing obstacles to kneecapping mechs. it's far too clumsy to throw beyond 5-10 feet, making it ill suited for use as a projectile weapon. It can be set and armed as a complex action with a Demolitions/Intelligence check against a TN of 15. If you fail, the check can be attempted again, but a 2nd failure will have a 50/50 chance to either ruin the detonator or set off the device prematurely.
When used against a mobile target, such as a mech or vehicle, it first requires a Demolitions/Dexterity check against the melee TN of the target, with the requisite called raises to precision strike the chosen part of your target, and then requires the standard arming check. Once armed, the device will detonate once the timer expires - the fuse can be set for a duration between 20s(3 rounds)-10 minutes(100 rounds).
Defusing it requires 30 seconds of effort followed by a successful demolitions/Willpower check with a base TN of 25. Failing this roll sets off the device.
DR: 10k8
Special Rules: Blast
Armor:
Armor comes in many forms, from many manufacturers, with a variety of different fits and customized options for different use cases – ranging from environmental protection to defense against a variety of weapons, or even equipment for espionage.
When obtaining defensive apparel, each suit will have a base set of values, and then includes optional configurations – these are chosen at the time of purchase and cannot be modified.
- Padded Clothes – Cost: 10 CBills
These represent a huge variety of civilian attire, ranging from leather jackets to shirts with thin layers of protective armor weave, to stylish attire with hidden plates.
Melee TN Bonus: +3
Ranged TN Bonus: 0
Reduction: 1
- Environment Suit – Cost: 20 CBills
The environmental suit is a catchall term for a collection of protective items which can compensate for many of the most common environmental hazards in the inner-sphere, including a re-breather with optional oxygen tank, safety goggles, insulated boots and gloves, and an optional temperature regulator which can be utilized in extreme heat or cold.
Melee TN Bonus: +3
Ranged TN Bonus: 0
Reduction: 1
Special Rules: While wearing an Environment Suit, a character can ignore up to 5 points of penalties imposed by environmental effects, ranging from sparse/toxic atmosphere to extreme heat or cold. It also grants 5 points of reduction against extreme temperatures and highly acidic environments. It is not effective in protecting against a unusual gravity or vacuum.
(Optional) Harsh Environment: By fully covering the user in a specialized, if bulky, suit, this variant provides greatly increased protection from hostile climates. This variant is clumsy, inflicting a -5 to all Dexterity rolls, but provides doubled reduction, along with the ability to ignore up to 10 points of penalties imposed by extreme environmental factors such as temperature and atmospheric toxicity, at a cost of an additional 50 CBills.
(Optional) Combat EVO Suit: This version includes mounting points for plates of ablative or flak armor, granting either a +5 melee or +5 ranged armor TN bonus, and an additional 4 points of reduction. The added bulk inflicts a -5 penalty to all Athletics and Stealth skill rolls, and the upgrade costs an additional 100 CBills.
-Light Infantry Armor: - Cost: 100 CBills
A standard protective gear for infantry, Light Infantry Armor consists of an armored vest, helmet, and protective equipment for the arms and legs over breathable combat fatigues. The armor comes rigged with ablative plates to protect against melee weapons, or with flak plating to defend against ranged attacks.
Melee TN Bonus (Ablative Plate): +8
Ranged TN Bonus (Flak Plate): +8
Reduction: 5
Special Rules: The layered armor makes it difficult to move about – while wearing this gear, the user suffers a -5 penalty to Athletics and Stealth skill rolls.
(Optional) Hybrid Plates: This upgrade was designed to help soldiers who were entering urban combat zones gain a little more protection against a wide range of threats – comprised of a mixture of ablative and flak plating, these suits give a bonus of +5 to Melee and Ranged TN, instead of the usual bonus, but cost an additional 250 CBills.
-Space Suit – Cost: 500 CBills
Operating in Zero-G or an environment without atmosphere can be extremely challenging, and attempting to do so without one of these suits can be impossible. Generally considered mandatory for all ship crews, these are often pressed into service on inhospitable worlds which lack atmosphere.
Melee TN Bonus: +3
Ranged TN Bonus: 0
Reduction: 1
Special Rules: This suit provides immunity to the effects of being in a vacuum, but can spring leaks any time they suffer 5 or more damage after reduction. Leaks cause the user to begin choking – with effects identical to drowning, and must be repaired with a Technician/Dexterity(Repair) check with a TN equal to the damage suffered before the choking can be stopped. In addition, the thick material imposes a +5 penalty to Dexterity checks when used in any environment that isn't zero-G.
(Optional) Combat: With the understanding that soldiers might need to fight in space, armored space suits were developed. These models improve both the Melee and Ranged TN Bonus to +5, and increase reduction to 5 as well. Furthermore, they only suffer leaks when suffering 10 or more damage, but the price is increased by 1000 CBills.
-Cooling Vest – Cost: N/A
The Cooling Vest is an important part of a Mechwarrior's attire, and is not sold or worn independently – both because of prohibitive cost and the simple reality that the main functions of the vest, to cool the user and monitor their vitals, only function while attached to the systems inside a Mech cockpit. They do, however, include some armor plating to defend against shrapnel and harsh impacts a pilot may experience in battle.
Melee TN Bonus: 0
Ranged TN Bonus: 0
Reduction: 3
-Sneak Suit – Cost: 5000 CBills (Rare)
The aptly named 'sneak suit' is a bit of advanced technology which dates back to the Star League days. A tightly fitted bodysuit of durable, sound-absorbent fibers, the suit lends itself to infiltration missions and is often considered a standard issue to units such as the infamous DEST commandos.
Melee TN Bonus: 3
Ranged TN Bonus: 8
Reduction: 3
Special Rules: The integrated grappling equipment and advanced light and sound dissipating materials make this suit incredibly useful when attempting to avoid notice or make difficult climbs. The wearer of the suit gains a free raise for any Athletics(Climb) or Stealth checks.
Misc:
Communications:
-Comm Kit – Cost: 70 CBills
A comm kit allows the user to tune into a variety of frequencies and modes of communication, including multi-band radio, wireless telephone, or even direct data streaming, providing the infrastructure is available. In practical terms it has a range of roughly 50 miles without satellite support.
-Field Relay – Cost: 500 CBills
A somewhat portable signal hub, this equipment is often mounted aboard command vehicles or set up at mobile base tents, allowing for long range broadcast and supporting local radio communication between dozens of different radios at a time.
-Vid Phone – Cost: 35 CBills
A phone capable of audio and visual communication, and can operate up to 30 miles from network towers without losing signal.
Electronics:
-Digital Encryption Suite – Cost: 500 CBills (Rare)
This briefcase sized device is utilized for a large number of physical and digital encryption methods, and grants 2 free raises on attempts to create and implement a cypher, and a single raise on attempts to decrypt an unknown cypher.
-Micro Recorder – Cost: 150 CBills (Rare)
This tiny device can be used to take audio recordings in a radius of roughly 5ft for a quiet conversation. It can be discovered by an investigation/Perception roll with a base TN of 25.
(Optional) Video Recording: Adds the ability to capture low resolution video for an additional 150 CBills, though increased bulk lowers TN to discover the device by 5.
(Optional) Sonic Transmission: Allows remote collection of device data by submitting code in micro pulses of inaudible noise, directed into a surface capable of resonating and being recorded by an outside sensor, such as glass. Costs an additional 1000 CBills.
(Optional) Miniaturization: Increases TN to discover by 5, doubles total cost.
-Noteputer – Cost: 250 CBills
This small pad sized personal computer is capable of basic data handling, simple micromedia, and basic gaming. A staple of office workers, busy techs, and logistics professionals alike. Secured with a simple biometric fingerprint by default, though more complex options are available to the paranoid or wealthy.
-Video Imager – Cost: 75 CBills
This device captures 2D and 3D images for use in viewscreens and holo-viewers. Hand-held, with a battery life which is notoriously short, it is theorized that they were designed this way to ensure a healthy sale of oversized batteries on the secondary market.
-Holomap – Cost: 250 CBills
This handheld device gives a basic holographic overview of the loaded terrain and mission data – can be networked via local or satellited telemetry for up to date information.
-Holotable – Cost: 1000 CBills
This massive holomap allows for a much higher degree of fidelity and can be plugged into other command and control computers to allow a field commander an extremely accurate view of what his units are detecting... so long as the connection remains stable. The size and power requirements of the device make it impractical for use outside of vehicles or installation command centers.
Survival:
-Camping Equipment – Cost: 100 CBills
A deluxe set of camping equipment, including tent, tools, bedding, camp stove, water collection material and filters.
-Combat Rations – Cost: 10 CBills
These dried rations taste like sawdust, but provide all the nutrion you need for a day, and will likely stay 'good' until the heat death of the universe.
-Plastiflesh Patch – Cost: 50 CBills
This medical patch can be applied to any injury to stem bleeding and sterilize any open wounds. It can be applied as a complex action to immediately remove any bleeding injuries and restore 3k3 wounds to the injured character. Only one Plastiflesh patch can be applied per wound roll, and cannot restore a number of wounds greater than that wound inflicted. Within 8 hours, the healing from the patch must then be treated by a medtech wound treatment roll, with any wounds 'restored' making permanent a number of wounds healed up to the amount restored by the patch, with any not treated in that way being re-applied to the character at the end of the 8 hour delay, up to the 'Out' wound rank. A character cannot die thanks to regaining wounds from an expiring Plastiflesh patch.
-Surgeon's Tools – Cost: 200 CBills
These tools allow a character to perform medicine checks without penalties to stabilize the injured, and also grant a free raise toward checks using the Surgery emphasis.
-Technician's Kit (Type) – Cost: 250 CBills
These tools allow a technician to make checks to perform maintenance or repair without additional penalty from inadequate tools.
-Demolition Kit - Cost: 500 CBills
This kit includes the requisite parts to perform controlled detonations, including detonators, controls, and raw explosive materials. You can utilize to create roughly ten charges sufficient to breach doors, destroy structural supports, or serve as an improvised explosive device.
Personal Vehicles: This section is intentionally short - many more interesting vehicles already exist in the various Battletech source materials - if you want a combat capable vehicle, you will want to obtain one from those sources.
-Light Automobile – Cost: 3000 CBills
A small, extremely cheaply made vehicle which seats 4, rather uncomfortably, and is capable of driving from place to place using a conventional internal combustion engine, rather slowly.
-MotorBike – Cost: 2000 CBills
A cheap bike, this represents any of a number of bargain brand bikes which, while not particularly impressive, are functional and reliable for moving from place to place.
Head GM :: Only GM :: Pay your bills :: Harmless
What was lost can be found again, if you only know where to look...
What was lost can be found again, if you only know where to look...