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
129Written 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 ManMECHWARRIOR 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