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MechWarrior Companion

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152 views152 pages

MechWarrior Companion

Uploaded by

Dan
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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ebay pote) aN Le) TABLE OF INTRODUCTION 8 Using the Book 3 An Uneasy Peace 5 CHARACTERS 9 Character Design 9 Clan Heritage 9 Character Vehicles, 9 Skill Packages 10 Advantages " Bloodname 1" Combat Sense 12 Contact 12 DropShip 12 Enhanced Imaging (El) Neural Impiant 13 Reputation 1B WellConnected 13 Skills 13 Specializations B ‘Skill Descriptions “4 ARCHETYPES. 27 Inner Sphere Archetypes ‘Armored Infantry Trooper ar DropShip Captain 28 Guerrilla Fighter 29 Marine 30 ‘Special Forces Operative 31 Tanker 32 Clan Archetypes Crusader Elemental 33 Grusader MechWarrior 34 DropShipidumpShip Pilot 35 Merchant 36 Scientist 37 Technician 38 COMBAT 39 Personal Combat 39 ‘Additional Attacks 39 ‘Armor-Deteating Hits 39 Burst-Fire Options 39 Damage Effects a Dive for Cover a Faling Damage a Tactical Initiative 4a Integrating BattleTech 42 ‘Skills 42 Game Scale 42 ‘Sequence of Play 43 Damage 44 Infantry and Battle Armor 45 BattieMech and Vehicle Fire against Characters 46 Anti-BattieMech Swarm and Leg Attacks a7 Dual Cockpit 49 BattleTech Rules 49 MechWarrior Rules st House Conversions, 51 CONTENTS RUNNING THE GAME The BattleTech Universe: Setting the Stage Background and Setting Creating Campaigns Unit-based Campaign Options Mission-Based Campaign Options Fleshing Out the Campaign ‘Adversaries Subplots Variety Keeping It on Course ‘Character Creation Building A Unit Non-Player Characters Coping with Change Environments General Environment Gravity ‘Atmosphere ‘THE CLANS Roleplaying Clan Perspectives Bloodnames ‘Combat Style Trials ‘The Batchall Bidding Trial of Possession ‘Trial of Position Trial of Grievance or Honor Duel Trial of Bloodright Trial of Refusal Taal of Annihilation Dishonorable Coonduct Clan Adventures CREATURES Creating Creatures Creature Attributes Creature Abilities Creatures in Combat ‘Multiple Attacks Hit Location Flight ‘Sample Creatures Common Beasts Grana Hodson's Flier Megasaur Neopitnecanthropus Trachazo\ EQUIPMENT Legality ‘The Black Market Power Packs. Medical Equipment ‘Artificial Limbs Myomer Implantation Device (MID) Bionic Ear Replacement Bionic Eye Replacement MediPatch Sedative Patch Armor Using Armor Flak Armor Ablative Armor Ablative/Flak Armor Ballistic Plate Armor Special Armor Neurohelmets Battle Armor Miscellaneous Equipment Noteputer Jump Pack Enhanced Imaging Espionage/Surveillance Gear ‘Security Bypass Kits Neural Interrogation Computer Remote Sensors Explosives. Emergency Flare Demoition Kit C8 Blasting Block Pentaglycerine Satchel Charge Anti-Personnel Mine Personal Weapons ‘Ammunition ReloadiRecharge Time Melee Weapons ‘Small Arms ‘Support Weapons Personal Gear and Expenses Military Field Rations (MFR) Restaurant Meat Housing TriVid Sot Electronic Compass Verigraphs: Uniforms Clothing/Footwear Parachute Underwater Operations Gear Climbing Gear Transportation TABLES INDEX 14 114 114 114 114 18 18 15 18 115 115 115 15 116 129 Written by Bryan Nystul Blaine L. Pardoe Additional Material Loren Coleman Robert Cruz Philip J. DeLuca ‘Chris Hartford Detlet Howe Christopher Hussey Development Bryan Nystul MechWarrior Original Design LL. Ross Babcock I! Walter H, Hunt Evan Jamieson ichara K. Meyer Kevin Stein Jordan K. Weisman ‘Additional Design and Development ‘Alex Bund Clare W. Hess Dale L. Kemper sien Long Sam Lewis Boy F. Petersen dr. Mike Nystui Geoff Pass Diane Piron-Gelman Anthony Pryor Editorial Staff Ealtorial Director Donna Ippolito Managing Editor Sharon Turner Mulvihill Associate Ealtors Diane Piron-Gelman Robert Cruz Production Staff ‘Art Director vim Nelson Cover Art Doug Andersen Mustrations eff Laubenstein Ray Lederer John Paul Lona Mike Jackson Dave Mackay Chris Moeller Christina Wald The Green Man MECHWARRIOR COMPANION INTRODUCTION ‘The MechWarrior Companion is an expansion rulebook for the MechWarrior, Second Edition (MW Il) game system, The Companion contains a wealth of information designed to ‘add more detail and excitement to your games. New rules for character creation and combat, new archetypes, creatures, guidelines for playing the Clans and running adventures and campaigns, and a virtual warehouse full of new equipment—the MechWarrior Companion gives players more options than ever before. The Companion also contains large sections of support material for MechWarrior gamemasters. These sections are osigned to help gamemasters meet the unique challenges of running roleplaying campaigns in the BattleTech universe. ‘The final section in this introduction, An Uneasy Peace, Updates the Historical Overview presented in MechWarrior, Second Edition to include recent events in the Inner Sphere and provide a synopsis of the present situation, HOW TO USE THIS BOOK To make full use of the material in the MechWarrior Companion, you will need a copy of MW Il. The MechWarrior game is designed for use with BattleTech, a game of armored combat. Gamemasters interested in including BattleMech com: bat in their games should have a copy of BattleTech, Third Edition or CityTech, Second Edition as well ‘The MechWarrior Companion is divided into the following sections: Characters, Archetypes, Combat, Running the Game, The Clans, Creatures, Equipment, and Tables. The Characters section contains information on creating new characters and advancing them through experience. The section provides several new skils and advantages, as well as, expanded definitions of the skills presented in MW Il ‘Archetypes presents a dozen new ready-to-play archetypes, ‘The Combat section provides some new options for per- sonal combat in MechWarrior and additional instructions for integrating MechWarrior and BattleTech games. Running the Game features more help for the gamemas: ter. This section inciudes campaign and adventure frameworks, {guidelines on using adversaries and subplots to tlesh out cam- paigns, notes on keeping your games and campaigns on course, and rules for different environments, Running the Game also provides numerous suggestions for creating the Unique atmosphere of the BattleTech universe in your games, ‘The Clans offers insight into Clan culture, describes the major Clan trials, and provides rules for using them in games. ‘The section also presents a number of adventure possibilities for groups of Clan characters, ‘Creatures provides rules for the creation and game use of animals and extraterrestrial “monsters,” and also provides a few sample creatures, The Equipment section features a wide selection of new equipment for MechWarrior. It includes rules for equipment legality and the black market, as well as clarified rules for the Use of personal armor. The Tables section at the end of the book provides game statistic tables for all the equipment and ‘weapons introduced in the MechWarrlor Companion, Gamemasters should thoroughly familiarize themselves with any new rules before incorporating them in MechWarrlor games. Gamemasters may wish to confer with their players before introducing any new rules, equipment, or weapons into their games, but the final decision on incorporating new ele- ‘ments should be the gamemaster's alone, and the players should abide by that decision. AN UNEASY PEACE Ever since the Truce of Tukayyid ended the Clan invasion in 3052, a peace of sorts has settled over the Inner Sphere. However, the peace of the past six years has been an uneasy one. Clan forces still raid Steiner and Kurita worlds above the truce line, rebellions and civil unrest plague many of the worlds in the Clan occupation zones, and internecine warfare conti tues to plague both the Inner Sphere powers and the Clans, THE INNER SPHERE During the years of the Clan invasion, the Great Houses of the Inner Sphere set aside their ancient hatreds and territorial ambitions to unite against their common enemy. With the tem- Porary halt of the Clan threat, however, many of those sub- merged animosities and ambitions have again reared their ugly heads, spawning hostiities throughout the Inner Sphere. The most strking and far-reaching example of this disturbing trend is the so-called Chaos March. For centuries, the worlds of the March belonged to the Capellan Confederation and the Free Worlds League. Later both realms lost countless possessions in the area to the Federated Commonwealth. Ever since those losses, Liao and Marik rulers had dreamed of recapturing their lost worlds, Neither House possessed enough military might to challenge the Federated Commonwealth, however, and neither consid- ered an invasion feasible until several unforeseen events ‘occurred that changed the equation. The first event was the Clan invasion. In addition to numer- ous other repercussions, the invasion prompted Federated Commonwealth military commanders to transfer troops from the Commonweatth’s possessions in the Sama March to the Clan front, The reduced Commonwealth military presence on these worlds emboldened many critics of the Federated ‘Commonwealth, as well as Liao sympathizers and sleeper agents planted on these worlds. The death in 3054 of Archon Melissa ‘Steiner-Davion, who had enjoyed wide popularity among the pop- lations of the Samia March worlds, further aided these factions, INTRODUCTION Leupen Sew-95 But perhaps the most important event was the death in 3056 of Joshua Marik, heir to the Free Worlds League's Captain-General Thomas Marik. For years the young heir had remained at the Federated Commonwealth's New Avalon Institute of Science for treatment of his leukemia, an arrange- ment that had prevented Thomas Marik from launching any type of military action against the Federated Commonwealth, When the heir died, Prince Victor Steiner-Davion inserted a double in the boy's place. Capellan Chancellor Sun-Tzu Liao leamed of this deception the following year, and proposed to ‘Thomas Marik a joint Marik-Liao invasion of the Sarna March that would simultaneously punish Steiner-Davion for his treach- ery and recapture former Marik and Liao worlds, In 3057, Mark and Liao forces invaded the Sarna March, ‘The Liao invaders quickly captured many former Liao worlds, aided by Mark-backed mercenaries. Mark forces enjoyed wide ‘success as well, taking several former Free Worlds League planets. Almost immediately, Katrina Steiner-Davion announced the formation of the new Lyran Alliance, declared Lyran neutratity in the invasion, and called for al Lyran miltary Units to withdraw from Federated Commonwealth possessions in the March. Marik took advantage of this development to set- tle for a separate peace with Katrina These events left the worlds of the Sarna March, now rechristened the "Chaos March,” in disarray. The withdrawal of Marik forces left Sun-Tzu’s forces unable to finish their cam: paign of conquest, while Katrina's withdrawal of Lyran units left Prince Victor unable to reinforce the few Federated Commonwealth forces remaining in the area. The Great Houses were left unable or unwilling to support any of their allies in the March, and numerous local factions and leaders arose to fil the resuiting power vacuum. The Chaos March has become a cauldron of competing factions, rapidly shifting alliances, and near-constant war. INTRODUCTION THE CLANS In the years since the battle of Tukayyid, the seemingly monolithic front presented by the invading Clans has been wracked by internal fighting, spawned by inter-Clan rivalries and the growing tension between Crusader and Warden fac tions. On one hand, this has lessened the threat to the Inner Sphere by weakening the most powerful Crusader Clan. However, this internal strife has also nearly destroyed the fore: most Warden Clan and made the Clans an increasingly unpre

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