shadow

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), Chaotic 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, Shield, Shortbow, Half Plate, Lute, Quiver with 20 Arrows, 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.


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.

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.

Spellcasting. Jan casts one of the following 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. Jan can use a Musical Instrument, Simple or Martial weapon as a Spellcasting Focus.
Cantrips (at will): guidance, mage hand, minor illusion, shillelagh, true strike
1st level (4/Long Rest): detect magic, feather fall, healing word, heroism
2nd level (3/Long Rest): enhance ability, invisibility, mirror image, suggestion
3rd level (3/Long Rest): dispel magic, hypnotic pattern, major image


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.

    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).

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    Shinare the Omenblade

    Shinare the Omenblade

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

    Shinare was an orphan raised by itinerant mercenaries. Through his young adulthood the regiment ventured through mountain forests 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
    Resistances Psychic
    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.

    Create Thrall. When Shinare casts Summon Aberration, he can modify it so that it doesn’t require Concentration. If Shinare does so, the spell’s duration becomes 1 minute for that casting.

    Thrall of the Omenblade

    Shinare calls forth an aberrant spirit. It manifests in an unoccupied space that Shinare can see within 90 feet. The creature disappears when it drops to 0 Hit Points or after 1 minute. The creature is an ally to Shinare and his allies. In combat, it shares Shinare’s Initiative count, but it takes its turn immediately after Shinare. It obeys Shinare’s verbal commands (no action required by Shinare). If Shinare doesn’t issue any, it takes the Dodge action and uses its movement to avoid danger.

    Medium Aberration, Neutral


    Armor Class 16
    Hit Points 50 plus 24 Temporary Hit Points
    Speed 30 feet


    STR DEX CON INT WIS CHA
    16 10 15 16 10 6
    MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
    +3 +3 +0 +0 +2 +2 +3 +3 +0 +0 -2 -2

    Immunities Psychic
    Senses Darkvision 60 feet, Passive Perception 10
    Languages Common, Deep Speech, Draconic, Giant
    Challenge None (XP 0; Proficiency Bonus +6)


    TRAITS

    Thrall. The first time each turn the spirit hits a creature under the effect of Shinare’s Hex, the spirit deals an extra 3 (1d6) Psychic damage to the target.

    Whispering Aura. At the start of each of the spirit’s turns, the spirit emits psionic energy if it doesn’t have the Incapacitated condition. Wisdom Saving Throw: 22 DC, each creature (other than Shinare) within 5 feet of the spirit. Failure: 7 (2d6) Psychic damage.


    ACTIONS

    Multiattack. The spirit makes two Psychic Slam attacks.

    Psychic Slam. Melee Attack Roll: +14 to hit, reach 5 feet. Hit: 12 (1d8 + 8) Psychic damage.

    Eldritch Hex. When Shinare casts Hex and chooses an ability, the target also has Disadvantage on saving throws of the chosen ability for the duration of the spell.

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

    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.

    Psychic Spells. When Shinare casts a Warlock spell that deals damage, he can change its damage type to Psychic. In addition, when Shinare casts a Warlock spell that is an Enchantment or Illusion, he can do so without Verbal or Somatic components.

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

    Thought Shield. Shinare’s thoughts can’t be read by telepathy or other means unless he allows it. Whenever a creature deals Psychic damage to Shinare, it takes the same amount of damage that Shinare takes.

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


    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.

    Spellcasting. Shinare casts one of the following 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. Shinare 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): Armor of Agathys, Banishment, Clairvoyance, Confusion, Contact Other Plane, Counterspell, Darkness, Detect Thoughts, Dimension Door, Dispel Magic, Dissonant Whispers, Fly, Hex, Hunger of Hadar, Major Image, Mirror Image, Misty Step, Modify Memory, Phantasmal Force, Suggestion, Summon Aberration, Synaptic Static, Tasha’s Hidenous Laughter, Telekinesis, Tongues, Vampiric Touch
    6th level (1/Long Rest): Eyebite
    7th level (1/Long Rest): Forcecage
    8th level (1/Long Rest): Befuddlement
    9th level (1/Long Rest): True Polymorph


    BONUS ACTIONS

    Awakened Mind. Choose one creature Shinare can see within 30 feet. Shinare and the chosen creature can communicate telepathically with each other while Shinare is within 8 miles. To understand each other, Shinare must mentally share a language. The telepathic connection lasts for 18 minutes and ends early if Shinare uses this ability to form a connection with another creature.

    Clairvoyant Combatant. Wisdom Saving Throw: DC 22, when Shinare forms a telepathic bond with a creature using his Awakened Mind. Failure: The creature has Disadvantage on attack rolls against Shinare, and Shinare has Advantage on attack rolls against that creature for the duration of the bond. Once Shinare uses this feature, he can’t use it again until he finishes a Short or Long Rest unless he expends a Pact Magic spell 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

    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.

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    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
    Manufacturer: Luthien Armor Works
        Primary Factory: Luthien
    Communications System: Tek BattleCom with Guardian ECM Suite
    Targeting and Tracking System: Dalban HiRez with Bloodhound Active Probe and C3 Slave Computer

    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: 1,804
    Cost: 30,081,120 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
    Supercharger                          CT                  2                 3
    Jump Jet                              CT                  1                 1
    Light PPC                             LT                  2                 3
    C3 Slave Computer                     LT                  1                 1
    Guardian ECM Suite                    LT                  2                1.5
    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: 80 tons
    Chassis: Foundation 128A
    Power Plant: Pitban 320 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 Lyran notion of an 80-ton scout ‘Mech is often belittled as an unrealistic pipedream by Inner Sphere militaries. Thus initial reports of the Rattenfanger were ignored as erroneous intelligence. An assault BattleMech with a dedicated long-range sensor suite, 86 kph top speed, and 180 meter leap distance were too fanciful to accept at face value. The truth became irrefutable when opposition scout ‘Mechs were consistently lost to a Lyran reconnaissance design neigh invulnerable to other BattleMechs of the same role. Mounting an Extended Range Particle Projector Cannon and a Gauss Rifle with plentiful ammunition, the Rattenfanger outran whatever it could not outgun. At an eye watering 28 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: 2,332
    Cost: 27,849,000 C-Bills
    
    Equipment                                                                 Mass
    Internal Structure:                Endo Steel                               4
    Engine:                              320 XL                               11.5
        Walking MP:                        4
        Running MP:                        6 [8]
        Jumping MP:                        6
    Heat Sinks:                         10 [20]                                 0
    Gyro:                                                                       4
    Cockpit (Torso-Mounted):                                                    4
    Armor Factor:                         240                                  15
                                       Internal             Armor
                                       Structure            Value
        Head                               3                  9
        Center Torso                      23                 32
        Center Torso (rear)                                  15
        L/R Torso                         16                 22
        L/R Torso (rear)                                     12
        L/R Arm                           12                 26
        L/R Leg                           16                 32
    
    Weapons and Ammo                   Location           Critical            Mass
    ER PPC                                RA                  3                 7
    Supercharger                          RT                  1                1.5
    Ammo (Gauss Rifle) 8                  RT                  1                 1
    3 Improved Jump Jets                  RT                  6                 6
    Bloodhound Active Probe               HD                  3                 2
    Ammo (Gauss Rifle) 16                 LT                  2                 2
    3 Improved Jump Jets                  LT                  6                 6
    Gauss Rifle                           LA                  7                15
    CASE II                               LA                  1                 1

    GOR-1A Gorilla

    GOR-1A Gorilla

    Mass: 40 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