shadow

Shinare the Omenblade

Shinare the Omenblade

“You have no idea how insignificant all of us are.”

Shinare was an orphan raised by itinerant mercenaries. Throughout his youth the regiment fought across mountainous territories where Shinare learnt swordsmanship ubiquitous to the region. He would later come into possession of an ancient blade that imprisoned entities who promised incalculable power in exchange for freedom. Deals were struck, an extinct legacy was bequeathed to a new progenitor, and eldritch horrors were released unto the world. In time Shinare realized the overwhelming magnitude of his mistake. Nonetheless, though he does not trust or worship Those Who Were Imprisoned, Shinare is not above aiding such cults for compensation.

Medium Humanoid (Human), Lawful Neutral


Armor Class 18, Initiative +6 (16)
Hit Points 167 (1d10 + 17d8 + 72)
Speed 30 feet, Swim 30 feet


STR DEX CON INT WIS CHA
15 10 14 10 11 26
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+2 +8 +0 +0 +2 +8 +0 +0 +0 +6 +8 +8

Skills Arcana +6, Athletics +8, History +6, Perception +6, Persuasion +14; Cartographer’s Tools
Gear Arcane Focus (medallion), Book (occult lore), Greatsword, Plate Armor, Traveler’s Clothes
Senses Blindsight 10 feet, Truesight 30 feet, Passive Perception 16
Languages Common, Draconic, Giant
Challenge 12 (7,200 XP; Proficiency Bonus +6)


TRAITS

Concentration. Shinare has Advantage on Constitution saving throws to maintain Concentration.

Contact Patron (1/Long Rest). Shinare can cast the Contact Other Plane spell without expending a spell slot to contact his patron, and Shinare automatically succeeds on the spell’s saving throw.

Gift of the Depths. Shinare can breathe underwater. Once per Long Rest, he can cast Water Breathing without expending a spell slot.

Hex Restoration. Shinare regains one expended use of Hexblade’s Curse when he finish a Short Rest or uses his Magical Cunning feature.

Initiative Swap. Immediately after Shinare rolls Initiative, he can swap his Initiative with the Initiative of one willing ally in the same combat. Shinare can’t make this swap if he or the ally has the Incapacitated condition.

Magical Cunning (1/Long Rest). Shinare can perform an esoteric rite for 1 minute, regaining up to 2 expended Pact Magic spell slots.

Pact of the Chain. Shinare knows the Find Familiar spell and can cast it as a Magic action without expending a spell slot.

Familiar of the Omenblade

“Take care to be truthful, lest my Master learns to dislike you.”

Shinare’s familiar is a sprite named Chiyabi. She is an ally to Shinare and his allies. Chiyabi rolls her own Initiative and acts on her own turn. Chiyabi can’t attack, but she can take other actions as normal.

Tiny Fey, Neutral Good


Armor Class 15; Initiative +4 (14)
Hit Points 10 (4d4)
Speed 10 feet, Fly 40 feet, Swim 40 feet


STR DEX CON INT WIS CHA
3 18 10 14 13 11
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
-4 -4 +4 +4 +0 +0 +2 +2 +1 +1 +0 +0

Skills Perception +3, Stealth +8
Senses Passive Perception 13
Languages Common, Elvish, Sylvan
Challenge None (XP 0; Proficiency Bonus +2)


TRAITS

Familiar. When Chiyabi drops to 0 Hit Points, she disappears. Chiyabi reappears after Shinare casts the Find Familiar spell again. As a Magic action, Shinare can temporarily dismiss Chiyabi to a pocket dimension. As a Magic action while Chiyabi is temporarily dismissed, Shinare can cause her to reappear in an unoccupied space within 30 feet of Shinare. Whenever Chiyabi drops to 0 Hit Points or disappears into the pocket dimension, Chiyabi leaves behind in her space anything she was wearing or carrying.

Telepathic Connection. While Chiyabi is within 100 feet of Shinare, he can communicate with her telepathically.


ACTIONS

Needle Sword. Melee Attack Roll: +6 to hit, reach 5 feet. Hit: 6 (1d4 + 4) Necrotic, Piercing, or Radiant damage.

Enchanting Bow. Ranged Attack Roll: +6 to hit, range 40/160 feet. Hit: 1 Necrotic, Piercing, or Radiant damage, and the target has the Charmed condition until the start of Chiyabi’s next turn.

Heart Sight. Charisma Saving Throw: DC 22, one creature within 5 feet Chiyabi can see. Celestials, Fiends, and Undead automatically fail the save. Failure: Chiyabi knows the target’s emotions and alignment.

Invisibility. Chiyabi casts Invisibility on herself, requiring no spell components and using Charisma as the spellcasting ability.


REACTIONS

Pact of the Chain. When Shinare takes the Attack action, he can forgo one of his own attacks to allow his familiar to make one attack of its own with its Reaction.

Telepathic Connection. Trigger: Shinare casts a spell with a range of touch within 100 feet of Chiyabi. Response: Chiyabi can deliver the touch when Shinare casts the spell.

Resourceful. Shinare gains Heroic Inspiration whenever he finishes a Long Rest.

Spellcasting. Shinare is an 18th level spellcaster. He casts spells using Charisma as the spellcasting ability (spell save DC 22, +14 to hit with spell attacks). Shinare can perform the Somatic components of spells even when he has weapons or a Shield in one or both hands. He can use his pact weapon as a Spellcasting Focus.
Cantrips (at will): Blade Ward, Eldritch Blast, Mage Hand, True Strike
5th level (4/Short Rest): Animate Objects, Arcane Vigor BA, Armor of Agathys BA, Banishment, Bestow Curse, Conjure Barrage, Contact Other Plane, Counterspell R, Darkness, Dimension Door, Dispel Magic, Fly, Freedom of Movement, Gaseous Form, Hex BA, Major Image, Misty Step BA, Shield R, Staggering Smite BA, Steel Wind Strike, Suggestion, Synaptic Static, Tasha’s Hideous Laughter, Wrathful Smite
6th level (1/Long Rest): Eyebite
7th level (1/Long Rest): Forcecage
8th level (1/Long Rest): Befuddlement
9th level (1/Long Rest): Foresight

Tome of Leadership and Influence (3). Shinare’s Charisma score increases by 2, as does his maximum for that score.

Unyielding Will. When he succeeds on a saving throw to maintain Concentration, each creature of Shinare’s choice in a 10-foot Emanation originating from Shinare takes 7 (2d6) Necrotic damage. Once Shinare uses this benefit, he can’t do so again until the start of his next turn. In addition, when Shinare fails a saving throw to maintain Concentration, he can choose to succeed instead, and Shinare gains 22 (1d10 + 17) Temporary Hit Points. Once Shinare uses this feature, he can’t do so again until he finishes a Long Rest.


ACTIONS

Devouring Blade. Shinare gains the Extra Attack feature for his pact weapon. With that feature, he can attack thrice with the weapon instead of once when he takes the Attack action on his turn.

Pact of the Chain. When Shinare takes the Attack action, he can forgo one of his own attacks to allow his familiar to make one attack of its own with its Reaction.

Lifedrinker. Once per turn when Shinare hits a creature with his pact weapon, Shinare can deal an extra 3 (1d6) Necrotic, Psychic, or Radiant damage to the creature, and expend one of his Hit Point Dice to roll it and regain 6 (1d8 + 2) Hit Points.

Pact Blade. Melee Attack Roll: +14 to hit, reach 5 feet. Hit: 21 (2d6 + 14) Necrotic, Psychic, Radiant, or Slashing damage. If Shinare’s attack roll misses a creature, he can deal 5 Necrotic, Psychic, Radiant, or Slashing damage.


BONUS ACTIONS

Harrowing Hex. After Shinare casts a level 1+ spell that has a casting time of an action, he can make one attack with a weapon.

Hexblade’s Curse (8/Long Rest). Choose one creature Shinare can see within 30 feet of himself. The target is cursed for 1 minute, during which Shinare gains the benefits below. The curse ends early if Shinare uses this feature again, if he dismiss it (no action required), or dies. When he casts a spell using a spell slot that curses a target, Shinare can use his Hexblade’s Curse as a part of casting that spell instead of taking a Bonus Action. When he does so, the target of the spell is the target of Shinare’s Hexblade’s Curse, and Hexblade’s Curse’s duration is either 1 minute or the spell’s duration, whichever is longer.

  • When the target cursed by his Hexblade’s Curse drops to 0 Hit Points, Shinare regains 12 (1d8 + 8) Hit Points.
  • While Shinare isn’t wearing armor or wielding a Shield, he gains a +2 bonus to Armor Class while he is within 10 feet of the target cursed by his Hexblade’s Curse.
  • When Shinare hits the target cursed by his Hexblade’s Curse with an attack roll, the target has Disadvantage on the next saving throw it makes before the start of Shinare’s next turn.
  • When the target of his Hexblade’s Curse ends its turn 30 feet or further from Shinare, Shinare can move up to 30 feet straight toward the target.
  • Any attack roll Shinare makes against the target cursed by his Hexblade’s Curse scores a Critical Hit on a roll of a 19 or 20 on the d20.
  • When he deals damage to the target cursed by his Hexblade’s Curse, Shinare can cause his curse to explode with sinister energy. The target and each creature of Shinare’s choice in a 30-foot Emanation originating from the target takes 10 (3d6) Necrotic, Psychic, or Radiant damage (Shinare’s choice), and their Speed is reduced by 10 feet until the start of Shinare’s next turn. Once he uses this benefit, Shinare can’t use it again until he finishes a Long Rest or expends a Pact Magic slot (no action required) to restore his use of it.

Hew. Immediately after Shinare scores a Critical Hit with a Melee weapon or reduces a creature to 0 Hit Points with one, he can make one attack with the same weapon.

Pact of the Blade. Shinare can conjure a pact weapon in his hand. The pact weapon disappears if Shinare use this Bonus Action again, if the weapon is more than 5 feet away from him for more than 1 minute, or if he dies.

Pact of the Chain. Shinare can command his familiar to take the Attack action.

Second Wind (2/Long Rest). Shinare regains 6 (1d10 + 1) Hit Points.

Telepathic Connection. While his familiar is within 100 feet of him, Shinare can see through the familiar’s eyes and hear what it hears until the start of Shinare’s next turn, gaining the benefits of any special senses it has.


REACTIONS

Armor of Hexes. Trigger: Shinare takes damage from the target cursed by his Hexblade’s Curse. Response: Shinare can reduce the damage taken by 17.

Pact of the Chain. Trigger: Shinare’s familiar takes damage. Response: Shinare can grant it Resistance against that damage.

Reactive Spell. Trigger: A creature provokes an Opportunity Attack from Shinare. Response: Shinare can cast a spell at the creature rather than making an Opportunity Attack. The spell must have a casting time of one action and must target only that creature.

Read More

Hero of Wintergate

Jan Mayen, Hero of Wintergate

“What makes someone a hero?”

Jan earns his living by traveling from village to village and vanquishing strange supernatural beasts. At least that’s what he tricks his clients into thinking. Actually, Jan is a con artist who cleverly stages the ghostly attacks and then get paid to make them go away.

Medium Humanoid (Human), Neutral


Armor Class 19; Initiative +2 (12)
Hit Points 54 (1d10 + 6d8 + 14)
Speed 30 feet


STR DEX CON INT WIS CHA
10 14 14 10 10 18
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+3 +3 +0 +2 +2 +5 +0 +0 +0 +0 +4 +4

Skills Arcana +3, Athletics +3, Deception +10, Insight +3, Perception +3, Performance +10, Persuasion +7, Sleight of Hand +5, Stealth +5; Forgery Kit, Lute
Gear Club, Shortbow and Quiver with 20 Arrows, Half Plate, Shield, Book (adventure journal), Explorer’s Pack, Ink, Ink Pen, Lute, Ring of Mind Shielding, Traveler’s Clothes
Senses Passive Perception 13
Languages Common, Elvish, Orc
Challenge 5 (1,850 XP; Proficiency Bonus +3)


TRAITS

Concentration. Jan has Advantage on Constitution saving throws to maintain Concentration.

Font of Inspiration. Jan can expend a spell slot (no action required) to regain one expended use of Bardic Inspiration.

Jack of All Trades. Jan can add +1 to ability checks he makes that uses a skill proficiency he lacks and that doesn’t otherwise use his Proficiency Bonus.

Resourceful. Jan gains Heroic Inspiration whenever he finishes a Long Rest.

Spellcasting. Jan is a 7th level spellcaster. He casts spells using Charisma as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks). Jan can perform the Somatic components of spells even when he has weapons or a Shield in one or both hands. He can use a Musical Instrument, Simple or Martial weapon as a Spellcasting Focus.
Cantrips (at will): guidance, mage hand, minor illusion, shillelagh BA, true strike
1st level (4/Long Rest): comprehend languages, detect magic, disguise self, healing word BA, heroism
2nd level (3/Long Rest): enhance ability, lesser restoration R, suggestion
3rd level (3/Long Rest): dispel magic, hypnotic pattern, major image


ACTIONS

Extra Attack. Jan can attack twice instead of once whenever he takes the Attack action on his turn. In addition, Jan can cast one of his cantrips that has a casting time of an action in place of one of those attacks.

Club. Melee Attack Roll: +5, reach 5 feet. Hit: 4 (1d4 + 2) Bludgeoning damage. Slow: If Jan hits a creature with this weapon and deal damage to it, he can reduce its Speed by 10 feet until the start of Jan’s next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

Shillelagh. Melee Attack Roll: +7, reach 5 feet. Hit: 11 (1d10 + 6) Force or Bludgeoning damage. Slow: If Jan hits a creature with this weapon and deal damage to it, he can reduce its Speed by 10 feet until the start of Jan’s next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

Shortbow. Ranged Attack Roll: +5, range 80/320 feet. Hit: 5 (1d6 + 2) Piercing damage. Vex: If Jan hits a creature with this weapon and deals damage to the creature, Jan has Advantage on his next attack roll against that creature before the end of Jan’s next turn.


BONUS ACTIONS

Bardic Inspiration (4/Short Rest). Jan can inspire another creature within 60 feet that can see or hear him. That creature gains one of Jan’s Bardic Inspiration dice (1d8). Once within the next hour, a creature that has a Bardic Inspiration die from Jan can use it for one of the following effects:

  • When the creature fails a D20 Test, the creature can roll the Bardic Inspiration die and add the number rolled to the total, potentially turning the failure into a success.
  • When the creature is hit by an attack roll, that creature can use its Reaction to roll the Bardic Inspiration die and add the result to its AC against that attack.
  • Immediately after the creature hits a target with an attack roll, the creature can roll the Bardic Inspiration die and add the result to the attack’s damage.

Second Wind (2/Long Rest). Jan can regain 6 Hit Points (1d10 + 1).


REACTION

Reactive Spell. When a creature provokes an Opportunity Attack from Jan by leaving his reach, Jan can cast a spell at the creature rather than making an Opportunity Attack. This spell must have a casting time of one action and must target only that creature.

Read More

Kaizen the Iaidomaster

Kaizen the Iaidomaster

“Celerity. Accuracy. Lethality.”

Kaizen never sought to be an assassin… it just happened his swordsmanship suited assassination. As a practitioner of iaido his technique relies on first strike. Kaizen’s pragmatic methodology to exploit blindspots, inflict inhumane wounds, and withdraw from reach during duels lead to accusation of dishonor. Yet the core deterministic factor could be Kaizen’s distain for the katana and overwhelming perference for the wakizashi. Thus his options for employment fell into the influence of criminal syndicates and unscrupulous nobles.

Medium Humanoid (Human), Neutral


Armor Class 17; Initiative +9 (19)
Hit Points 93 (10d8 + 40)
Speed 40 feet


STR DEX CON INT WIS CHA
10 20 15 10 12 10
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+0 +0 +5 +9 +2 +2 +0 +4 +1 +1 +0 +0

Skills Acrobatics +9, Deception +8, Insight +9, Perception +9, Performance +4, Persuasion +4, Stealth +13; Calligrapher’s Supplies, Disguise Kit, Poisoner’s Kit, Thieves’ Tools
Gear Book (swordsman’s manuscript), Calligrapher’s Supplies, Enspelled Wakizashi of Haste, Studded Leather Armor, Thieves’ Tools, Traveler’s Clothes, Wakizashi
Senses Blindsight 10 feet, Passive Perception 19
Languages Common, Common Sign, Draconic, Giant, Thieves’ Cant
Challenge 8 (3,900 XP; Proficiency Bonus +4)


TRAITS

Agile Movement. Opportunity Attacks have Disadvantage against Kaizen.

Dash over Difficult Terrain. When Kaizen takes the Dash action on his turn, Difficult Terrain doesn’t cost him extra movement for the rest of that turn.

Enspelled Wakizashi of Haste. The weapon has 6 charges and regains 3 (1d6) expended charges daily at dawn. While holding the weapon, Kaizen can expend 1 charge to cast the Haste spell.

Evasion. When Kaizen is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Kaizen instead takes no damage if he succeeds on the saving throw and only half damage if he fails. Kaizen can’t use this feature if he has the Incapacitated condition.

Fog of War. Kaizen gains Advantage on any Dexterity (Stealth) check he makes as part of the Hide action during combat.

Initiative. Kaizen has Advantage on Initiative rolls.

Initiative Swap. Immediately after Kaizen rolls Initiative, he can swap his Initiative with the Initiative of one willing ally in the same combat. Kaizen can’t make this swap if he or the ally has the Incapacitated condition.

Masterful Mimicry. Kaizen can unerringly mimic another person’s speech, handwriting or both if Kaizen has spent at least 1 hour studying them.

Reliable Talent. Whenever Kaizen makes an ability check that uses one of his skills or tool proficiencies, he can treat a d20 roll of 9 or lower as a 10.

Resourceful. Kaizen gains Heroic Inspiration whenever he finishes a Long Rest.

Sniper. If Kaizen makes an attack roll while hidden and the roll misses, making the attack roll doesn’t reveal his location.


ACTIONS

Sneak Attack. Once per turn Kaizen can deal an extra 27 (5d6) damage to one creature he hits with an attack if Kaizen has Advantage on the roll and the attack uses a Finesse or Ranged weapon. The extra damage’s type is the same as the weapon’s type. Kaizen doesn’t need Advantage on the attack if at least one of his allies is within 5 feet of the target, the ally doesn’t have the Incapacitated condition, and Kaizen doesn’t have Disadvantage on the attack roll.

Surprising Strikes. During the first round of each combat, Kaizen has Advantage on attack rolls against any creature that hasn’t taken a turn. If Kaizen’s Sneak Attack hits any target during that round, the target takes an additional 10 damage of the weapon’s type.

Cunning Strike. When Kaizen deals Sneak Attack damage, he can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack dice Kaizen must forgo to add the effect. Kaizen removes the die before rolling, and the effect occurs immediately after the attack’s damage is dealt.

  • Poison (-1d6). To use this effect, Kaizen must have a Poisoner’s Kit on his person. Constitution Saving Throw: DC 17. Failure: The target has the Poisoned condition for 1 minute. At the end of each of its turns, the poisoned target repeats the save, ending the effect on a success.
  • Trip (-1d6). To use this effect, the target must be Large or smaller. Dexterity Saving Throw: DC 17. Failure: The target has the Prone condition.
  • Withdraw (-1d6). Immediately after the attack, Kaizen moves up to half his speed without provoking Opportunity Attacks.

Enspelled Wakizashi of Haste. Melee Attack Roll: +9 to hit, reach 5 feet. Hit: 8 (1d6 + 5) Slashing damage. When Kaizen makes the extra attack of the Light property, he can make it as part of the Attack action instead of as a Bonus Action. Kaizen can make this extra attack only once per turn.


BONUS ACTIONS

Cunning Action. On his turn, Kaizen can take one of the following actions: Dash, Disengage, or Hide.

Roving Aim. Kaizen gives himself Advantage on his next attack roll on the current turn, provided that he hasn’t moved during this turn.

Off-Hand Wakizashi. Melee Attack Roll: +9 to hit, reach 5 feet. Hit: 3 (1d6) Slashing damage. When Kaizen makes the extra attack, he can make it as part of the Attack action instead of as a Bonus Action. Kaizen can make this extra attack only once per turn.


REACTIONS

Parry. If another creature hits Kaizen with a melee attack, Kaizen can take a Reaction to add 4 to his Armor Class, potentially causing the attack to miss Kaizen. Kaizen gains this bonus to his Armor Class against melee attacks until the start of his next turn.

Uncanny Dodge. When an attacker that Kaizen can see hits him with an attack roll, Kaizen can take a Reaction to halve the attack’s damage against himself (round down).

Read More

Ladies ‘n’ Tentacles

Ladies ‘n’ Tentacles
The Rashaar in Carnevale have two things in common with Japanese hentai: sexy ladies and lots of tentacles! I am therefore compelled to design Rashaar gangs themed upon such supremacy. My prime choices for the task are Flame That Burns Underwater and Sirena. To accompany these tentacled arcane ladies are two Lesser Rhyll, whose Fear ability benefits from Sirena’s Hypnotic Aura.
Leader The Flame That Burns Underwater 30 dt
Heroes Sirena 18 dt
Henchmen Lesser Rhyll (2) 26 dt
Equipment Flashbang Grenade 1 dt

Action Life Will Command Size
3 22 5 3 50
MOV DEX ATK PRO MND
3 3 4 5 5
Brawling Tentacles Range Evasion Damage Penetration
Stun 0″ +1
Ordinate Trident
Aquatic 2″ +1

Character Abilities:
Bulky, Fast Swimmer (3), Limited Movement, Mage (2), Water Creature

Command Abilities:
Hydra’s Gifts (PULSE Command Ability): Mutating tentacles emerge from flesh nearby. Every other character (friendly and enemy, not including this one) within 2″ loses 2 Life Points and gains +2 DEXTERITY until the end of the round.

Soul Drain (PULSE Command Ability): Make a Basic MIND Roll. The number of Aces is the number of Life Points lost by any one character (friendly or enemy) in base contact. Replenish that many Will Points.

Unique Abilities:
Brawling Tentacles: The Flame’s tentacles thrash around, hitting anyone that gets close! When making a Combat action with this weapon, roll once, and apply the roll to every character (friendly and enemy) in base contact.

Dragging Down: This character may re-roll failed dice rolls when making Drown actions.

Keywords:
Faction (Rashaar), Leader, Monster, Unique, Discipline (Blood Rites, Wild Magic)


Action Life Will Command Size
2 12 5 1 30
MOV DEX ATK PRO MND
3 5 3 1 5
Unarmed Range Evasion Damage Penetration
0″ +1

Character Abilities:
Engage, Fast Swimmer (4), Mage (2), Water Creature

Command Abilities:
Hypnotic Aura (AURA Command Ability): Until the end of the round any enemy characters within 6″ of this character have -2 MIND.

Soul Drain (PULSE Command Ability): Make a Basic MIND Roll. The number of Aces is the number of Life Points lost by any one character (friendly or enemy) in base contact. Replenish that many Will Points.

Unique Abilities:
Dragging Down: This character may re-roll failed dice rolls when making Drown actions.

Keywords:
Faction (Rashaar), Hero, Monster, Discipline (Blood Rites, Runes of Sovereignity)


Action Life Will Command Size
2 11 4 0 30
MOV DEX ATK PRO MND
4 4 3 3 5
Dementing Tentacles Range Evasion Damage Penetration
Aquatic, Stun 0″ -1

Character Abilities:
Fast Swimmer (1), Fear (0), Water Creature

Keywords:
Faction (Rashaar), Henchman, Monster

CGR-5A Charger

CGR-5A Charger

Mass: 80 tons
Chassis: Alshain Class 92
Power Plant: Hermes 400 Extralight Fusion Engine
Cruising Speed: 54 kph
Maximum Speed: 86 kph (108 kph with Supercharger)
Jump Jets: Lexington Ltd. Lifters
    Jump Capacity: 90 meters
Armor: New Samarkand Kage Stealth
Armament:
    4 Lord’s Light 4 Light Particle Projector Cannons
    1 Magna Mark I Light Laser
Manufacturer: Luthien Armor Works
    Primary Factory: Luthien
Communications System: Tek BattleCom with Angel ECM Suite
Targeting and Tracking System: Dalban HiRez with Bloodhound Active Probe

The pursuit to redeem the much maligned Charger is an endeavor that continues to challenge the greatest military manufacturers of the Inner Sphere. An experimental concept from Luthien Armor Works, the CGR-5A retains the scout role of its original incarnation, with significant modifications for new stealth and added maneuverability. The design remains under gunned when compared to contemporary assault ‘Mechs, but its revised weapon payload enjoys six times greater range to a CGR-1A1.

Tech Base: Inner Sphere  [E/X-X-F-E]
Role: Scout
Battle Value: 1,884
Cost: 30,641,370 C-Bills

Equipment                                                                 Mass
Internal Structure:                                                         8
Engine:                              400 XL                               26.5
    Walking MP:                        5
    Running MP:                        8 [10]
    Jumping MP:                        3
Heat Sinks:                         16 [32]                                 6
Gyro:                                                                       4
Cockpit:                                                                    3
Armor Factor (Stealth):               160                                  10

                                   Internal             Armor
                                   Structure            Value
    Head                               3                  9
    Center Torso                      25                 25
    Center Torso (rear)                                   6
    L/R Torso                         17                 20
    L/R Torso (rear)                                      5
    L/R Arm                           13                 15
    L/R Leg                           17                 20

Weapons and Ammo                   Location           Critical            Mass
Light PPC                             RA                  2                 3
Light PPC                             RT                  2                 3
Bloodhound Active Probe               RT                  3                 2
Jump Jet                              RT                  1                 1
Small Laser                           HD                  1                0.5
Supercharger                          CT                  2                 3
Jump Jet                              CT                  1                 1
Light PPC                             LT                  2                 3
Angel ECM Suite                       LT                  2                 2
Jump Jet                              LT                  1                 1
Light PPC                             LA                  2                 3
Stealth Armor                  RA/RT/RL/LT/LA/LL     2/2/2/2/2/2            -

RFR-2A Rattenfanger

RFR-2A Rattenfanger

Mass: 75 tons
Chassis: Foundation 128A
Power Plant: Pitban 300 Extralight Fusion Engine
Cruising Speed: 43 kph
Maximum Speed: 64 kph (86 kph with Supercharger)
Jump Jets: Dynamo Improved
    Jump Capacity: 180 meters
Armor: Valiant Lamellor with CASE II
Armament:
    1 Poland Main Model A Gauss Rifle
    1 Defiance 1001 Extended Range Particle Projector Cannon
Manufacturer: Defiance Industries
    Primary Factory: Hesperus II
Communications System: TharHes Crystal Flower RG-2
Targeting and Tracking System: TharHes Star Shark with Bloodhound Active Probe

The undying Lyran dream of standardizing scout ‘Mech in the Heavy and Assault weight class is often belittled by rival Inner Sphere analysts. Thus initial reports of the Rattenfanger were ignored as erroneous intelligence: a seventy-five ton BattleMech with dedicated long-range sensors, 86 kph ground speed, and 180 meter leap were too fanciful to accept at face value. The truth became irrefutable when scout ‘Mechs were consistently lost to a Lyran reconnaissance design neigh invulnerable to others of the same role. Mounting an Extended Range Particle Projector Cannon and a Gauss Rifle, the Rattenfanger outran whatever it could not outgun. At an eye watering 24.5 million C-Bills per unit, only the overwhelming industrial might of the Lyran Commonwealth would consider large scale procurement of such a design.

Tech Base: Inner Sphere [E/X-X-F-F]
Role: Scout
Battle Value: 2,098
Cost: 24,574,375 C-Bills

Equipment                                                                 Mass
Internal Structure:                                                        7.5
Engine:                              300 XL                                9.5
    Walking MP:                        4
    Running MP:                        6 [8]
    Jumping MP:                        6
Heat Sinks:                         10 [20]                                 0
Gyro:                                                                       3
Cockpit (Torso-Mounted):                                                    4
Armor Factor (Ferro-Fibrous):         197                                  11
                                   Internal             Armor
                                   Structure            Value
    Head                               3                  9
    Center Torso                      23                 30
    Center Torso (rear)                                  12
    L/R Torso                         16                 20
    L/R Torso (rear)                                      8
    L/R Arm                           12                 20
    L/R Leg                           16                 25

Weapons and Ammo                   Location           Critical            Mass
ER PPC                                RA                  3                 7
Supercharger                          RT                  1                1.5
3 Improved Jump Jets                  RT                  6                 6
Bloodhound Active Probe               HD                  3                 2
Ammo (Gauss Rifle) 8                  LT                  1                 1
3 Improved Jump Jets                  LT                  6                 6
Gauss Rifle                           LA                  7                15
Ammo (Gauss Rifle) 8                  LA                  1                 1
CASE II                               LA                  1                 1

GOR-1A Gorilla

GOR-1A Gorilla

Mass: 35 tons
Chassis: GM Marauder
Power Plant: Omni 175 Fusion Engine
Cruising Speed: 54 kph
Maximum Speed: 86 kph
Jump Jets: None
    Jump Capacity: None
Armor: Aldis Heavy Ferro-Fibrous
Armament:
    1 Fusigon Strongtooth Heavy Particle Projector Cannon with Turret
    1 Magna Small Laser
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Garret 500A
Targeting and Tracking System: Garret GRNDTRK 9

* GOR-1A_FILE_NOT_FOUND *
Reject Humanity. Return to Monke.
* DATA_ACCESS_FAILURE *
Reject Humanity. Return to Monke.
* FILE_INTEGRITY_ERROR *
Reject Humanity. Return to Monke.
* CORRUPT_DATA_BACKUP *
Reject Humanity. Return to Monke.

Tech Base: Inner Sphere [E/X-X-F-F]
Role: Sniper
Battle Value: 1,042
Cost: 4,174,988 C-Bills

Equipment                                                                 Mass
Internal Structure:                                                        3.5
Engine:                               175                                   7
    Walking MP:                        5
    Running MP:                        8
    Jumping MP:                        0
Heat Sinks:                         10 [20]                                 0
Gyro (Compact):                                                             3
Cockpit (Torso-Mounted):                                                    4
Armor Factor (Heavy Ferro):           119                                   6
                                   Internal             Armor
                                   Structure            Value
    Head                               3                  9
    Center Torso                      11                 14
    Center Torso (rear)                                   8
    L/R Torso                          8                 12
    L/R Torso (rear)                                      4
    L/R Front Leg                      8                 14
    L/R Rear Leg                       8                 14

Weapons and Ammo                   Location           Critical            Mass
Small Laser                           CT                  1                0.5
Turret                                CT                  1                 0
Heavy PPC                             HD                  4                10

MDG-1T Rakshasa

MDG-1T Rakshasa

Mass: 75 tons
Chassis: GM Marauder
Power Plant: Vlar 300 Fusion Engine
Cruising Speed: 43 kph
Maximum Speed: 64 kph
Jump Jets: None
    Jump Capacity: None
Armor: Leviathon Plus
Armament:
    2 Sunglow Type 2 Large Lasers
    3 Diverse Optics Type 18 Medium Lasers
    2 Delta Dart Long Range Missile 10 Racks
Manufacturer: Taurus Territorial Industries
    Primary Factory: Taurus
Communications System: O/P 3000 COMSET
Targeting and Tracking System: O/P 1500-ARB

Ninety years of corporate espionage and reverse engineering led to the manufacture of the MDG-1T Rakshasa. An obsolete replication of an already inferior facsimile; it is a welcome addition to the militaries of the Periphery. The “Taurian Rakshasa” leverages technologies common before the Helm Memory Core revolution and therefore compatible with readily available components. Though the obvious replication of a Federated Suns BattleMech, Taurus Territorial Industries proved successful at avoiding Taurian prejudice of all things Davion through aggressive propaganda emphasizing the Rakshasa as a Periphery duplication of the Timber Wolf. In addition, AFFS disappointment with the Rakshasa mitigated widespread deployment or promotion, thus TDF garrisons did not encounter them to develop a negative association.

Tech Base: Inner Sphere
Role: Skirmisher
Battle Value: 1,379
Cost: 6,601,000 C-Bills

Equipment                                                                 Mass
Internal Structure:                                                        7.5
Engine:                               300                                  19
    Walking MP:                        4
    Running MP:                        6
    Jumping MP:                        0
Heat Sinks:                           16                                    6
Gyro:                                                                       3
Cockpit:                                                                    3
Armor Factor:                         184                                 11.5
                                   Internal             Armor
                                   Structure            Value
    Head                               3                  9
    Center Torso                      23                 35
    Center Torso (rear)                                  10
    L/R Torso                         16                 17
    L/R Torso (rear)                                      8
    L/R Arm                           12                 22
    L/R Leg                           16                 18

Weapons and Ammo                   Location           Critical            Mass
Large Laser                           RA                  2                 5
Medium Laser                          RA                  1                 1
LRM 10                                RT                  2                 5
Ammo (LRM) 12                         RT                  1                 1
LRM 10                                LT                  2                 5
Ammo (LRM) 12                         LT                  1                 1
Medium Laser                          LT                  1                 1
Large Laser                           LA                  2                 5
Medium Laser                          LA                  1                 1

MAD-9LP Marauder

MAD-9LP Marauder

Mass: 75 tons
Chassis: GM Marauder
Power Plant: Vlar 300 Extralight Fusion Engine
Cruising Speed: 43 kph
Maximum Speed: 64 kph
Jump Jets: HildCo Model 13
    Jump Capacity: 120 meters
Armor: Durallex Heavy
Armament:
    3 Ceres Arms Crusher Plasma Rifles
    2 Diverse Optics Sunbeam Extended Range Medium Lasers
Manufacturer: Ceres Metals Industries
    Primary Factory: Capella
Communications System: Dalban Micronics
Targeting and Tracking System: Dalban Hi-Rez

The MAD-9LP Marauder exemplifies an old Liao stratagem: “in battle there are two paths to victory, the direct and the indirect.” At a glance the variant is little different from it’s siblings. That assumption is the fatal mistake: three Ceres Arms Crusher plasma rifles signify the core of this particular Marauder. An opponent who might survive direct damage, will always be weakened by the indirect heat. With the right timing, the MAD-9LP can coerce enemy BattleMechs to shutdown or roast MechWarriors alive. Two paths, same victory.

Tech Base: Inner Sphere [E/X-X-E-D]
Role: Skirmisher
Battle Value: 2,121
Cost: 16,045,750 C-Bills

Equipment                                                                 Mass
Internal Structure:                                                        7.5
Engine:                              300 XL                                9.5
    Walking MP:                        4
    Running MP:                        6
    Jumping MP:                        4
Heat Sinks:                         19 [38]                                 9
Gyro:                                                                       3
Cockpit:                                                                    3
Armor Factor:                         208                                  13
                                   Internal             Armor
                                   Structure            Value
    Head                               3                  9
    Center Torso                      23                 35
    Center Torso (rear)                                  10
    L/R Torso                         16                 24
    L/R Torso (rear)                                      8
    L/R Arm                           12                 24
    L/R Leg                           16                 21

Weapons and Ammo                   Location           Critical            Mass
Plasma Rifle                          RA                  2                 6
ER Medium Laser                       RA                  1                 1
Ammo (Plasma Rifle) 20                RA                  2                 2
Ammo (Plasma Rifle) 20                RT                  2                 2
Plasma Rifle                          CT                  2                 6
Plasma Rifle                          LA                  2                 6
ER Medium Laser                       LA                  1                 1
Ammo (Plasma Rifle) 20                LA                  2                 2
Jump Jets                             RL                  2                 2
Jump Jets                             LL                  2                 2

HCT-3G Hatchetman

HCT-3G Hatchetman

Mass: 45 tons
Chassis: Chariot Type III
Power Plant: GM 180 Fusion Engine
Cruising Speed: 43 kph
Maximum Speed: 64 kph
Jump Jets: Luxor 2/Q
    Jump Capacity: 120 meters
Armor: Durallex Super Medium Ferro-Fibrous
Armament:
    1 Hatchet
    1 Defiance B3L Large Laser
    1 Defiance Binary Laser Cannon
Manufacturer: Defiance Industries
    Primary Factory: Hesperus II
Communications System: TharHes Thalia HM-22
Targeting and Tracking System: TharHes Ares-8a

Avoiding the common modernization of an extralight fusion engine replacement, the HCT-3G can be found in garrisons throughout the Lyran Commonwealth. Consolidating firepower between an enormous Binary Laser Cannon and Large Laser, the ‘Mech can deploy without ammunition. Its retention of a standard fusion engine ensures maintenance and repair costs are accessible to even the poorest mainteance crew.

Tech Base: Inner Sphere [E/X-F-E-D]
Role: Brawler
Battle Value: 1,063
Cost: 3,751,440 C-Bills

Equipment                                                                 Mass
Internal Structure:                                                        4.5
Engine:                               180                                   7
    Walking MP:                        4
    Running MP:                        6
    Jumping MP:                        4
Heat Sinks:                         13 (26)                                 3
Gyro:                                                                       2
Cockpit:                                                                    3
Armor Factor (Ferro-Fibrous):        116                                   6.5
                                   Internal             Armor
                                   Structure            Value
    Head                               3                  9
    Center Torso                      14                 17
    Center Torso (rear)                                   4
    L/R Torso                         11                 14
    L/R Torso (rear)                                      4
    L/R Arm                            7                 11
    L/R Leg                           11                 14

Weapons and Ammo                   Location           Critical            Mass
Hatchet                               RA                  3                 3
Binary Laser Cannon                   RT                  4                 9
Large Laser                           LA                  2                 5
Jump Jets                             RL                  2                 1
Jump Jets                             LL                  2                 1