BattleTech Personal Weapons

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BattleTech Personal Weapons

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WIP

Guide:

Equipment ratings: Example A/A-A-A/A (Tech Rating/Availability Rating - Legality Rating - Black market Legality/Black Market Availability)

AP/BD = Armor Penetration/Base Damage
Example: Katana: 2M/2
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Re: BattleTech Personal Weapons

Post by Sum of All Fears »

Melee Weapons (Personal)
Item Equipment Ratings AP/BD Range Cost Mass Notes
Axe A/A-A-A/A 3M/2 1M 25 4 KG –2 TO ATTACK ROLL
BLACKJACK/SAP A/A-A-A/A 0M/3D 1M 5 200 G –2 TO ATTACK ROLL
BOKKEN A/B-B-B/A 0M/2 1M 15 2 KG +1 TO ATTACK ROLL
DAO A/C-C-C/B 1M/2 T1M 200 3 KG +1 TO ATTACK ROLL
HATCHET/TOMAHAWK A/A-A-A/A 2M/1 1M 10 1 KG –2 TO ATTACK ROLL
KATANA A/C-C-D/B 2M/2 1M 250 2.5 KG +1 TO ATTACK ROLL
KNIFE/DAGGER/BAYONET A/A-A-A/A 1M/1 1M 8 250 G None.
NO-DACHI A/C-C-C/B 1M/3 1M 300 4.5 KG None.
NUNCHAKU A/B-B-B/A 1M/1 1M 10 1.5 KG OPPONENT @ –2 TO DEFENSE ROLL
WAKIZASHI A/C-C-C/B 1M/1 1M 150 1 KG +1 TO ATTACK ROLL
BattleTech DM / Megaversal Arena Coordinator

"Any problem can be solved with the judicious application of high explosives."

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Re: BattleTech Personal Weapons

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RANGED WEAPONS (Skill: Archery) (Include Ammunition count for weapons in the Notes)
Item Ratings AP/BD Range Cost Mass Notes
SHORT BOW A/A-A-A/A 2B/1 8/20/50/100 10/1 0.8 KG/60 G SIMPLE ACTION TO RELOAD
LONGBOW A/B-B-B/A 2B/2 10/30/80/175 20/2 1.5 KG/70 G SIMPLE ACTION TO RELOAD
COMPOUND BOW C/B-A-A/A 2B/2 10/25/70/160 15/2 1 KG/70 G SIMPLE ACTION TO RELOAD; +1 TO ATTACK ROLL
HANKYU A/C-C-C/A 2B/1 8/20/55/110 15/1 0.8 KG/60 G SIMPLE ACTION TO RELOAD
DAIKYU A/C-D-D/A 2B/2 10/25/60/125 30/2 1 KG/70 G SIMPLE ACTION TO RELOAD
CROSSBOW, BASIC A/A-A-A/A 3B/2 5/16/30/70 10/1 2 KG/50G SIMPLE ACTION TO RELOAD
CROSSBOW, HEAVY A/A-A-A/A 3B/3 5/20/40/100 10/1 4 KG/60G SIMPLE ACTION TO RELOAD
Last edited by Liang Yun on Sun Apr 14, 2024 5:10 pm, edited 3 times in total.
BattleTech DM / Megaversal Arena Coordinator

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Re: BattleTech Personal Weapons

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RANGED WEAPONS (Skill: Thrown) (Include Ammunition count for weapons in the Notes)
Item Ratings AP/BD Range Cost Mass Notes
DART A/A-A-A/A 1M/1 * 3 10 G/— +1 TO-HIT; HALF THROWN WEAPON RANGE (ROUND DOWN)
SHURIKEN A/B-B-B/A 2M/1 * 5 100 G/— EXTREME RANGE = 6X SHORT
KNIFE, THROWING A/C-C-C/B 2M/1 * 8 250 G/— -
HATCHET/TOMAHAWK A/A-A-A/A 3M/1 * 10 1 KG/— -
SPEAR A/B-B-B/B 2M/2 * 15 5 KG/— DOUBLE THROWN WEAPON RANGE
*The effective range for these thrown weapons is equal to the character’s STR + DEX scores, x1 for Short Range, x2 for Medium Range, x3 for Long Range, and x4 for Extreme Range.
Last edited by Liang Yun on Wed Apr 10, 2024 12:39 pm, edited 1 time in total.
BattleTech DM / Megaversal Arena Coordinator

"Any problem can be solved with the judicious application of high explosives."

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Re: BattleTech Personal Weapons

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Modern melee(Skill: Melee) (Include Ammunition count for weapons in the Notes)
Item Ratings AP/BD Range Cost Mass Notes
MEDUSA WHIP E/X-F-E/E 0E/1D 3M 2,200/* 450 G/* +1 TO-HIT; MAY ADD +1D BD PER +0.25 PPS, TO MAX OF 9D AT 3PPS; DO NOT ADD STR DAMAGE
MINI STUNSTICK C/B-A-A/B 0E/3D 1M 50/* 150 G/* DO NOT ADD STR DAMAGE
NEURAL LASH D/E-E-D/C 0E/5D 1M 750/* 100 G/* DO NOT ADD STR DAMAGE
NEURAL WHIP D/F-F-E/E 0E/5D 1M 500/* 300 G/* DO NOT ADD STR DAMAGE
STUNSTICK C/A-A-A/B 0E/4D 1M 200/* 200 G/* DO NOT ADD STR DAMAGE
STUN-STAFF, SINGLE-END C/A-C-A/B 0E/4D 2M 300/* 3 KG/* -
STUN-STAFF, DOUBLE-END C/A-C-A/B 0E/4D 2M 500/* 3 KG/* -
MONOWIRE E/E-F-E/E 4M/5 0M 200/* 250 G/* –2 TO ATTACK ROLL; REQUIRES AIMED SHOT HIT TO HEAD
VIBROAXE E/C-D-D/C 6M/4 1M 150/* 5 KG/* –1 TO ATTACK ROLL
VIBROBLADE/VIBRODAGGER D/B-C-B/C 6M/2 1M 100/* 350 G/* -
VIBROKATANA E/E-E-D/D 6M/3 1M 350/* 1 KG/* +1 TO ATTACK ROLL
VIBROMACE D/X-F-E/E 3M/5 1M 540/* 6 KG/* –2 TO ATTACK ROLL
VIBROSWORD E/D-D-C/D 6M/3 1M 300/* 2.5 KG/* -
VIBROSWORD, CLAN F/X-F-E/D 7M/3 1M 500/* 250 G/* -
Note: PPS = Power Points per Shot (1 turn = 1 shot). *Per power pack (see Power Packs, p. 306)
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Re: BattleTech Personal Weapons

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Sights and Scopes:
Item Ratings Cost Mass Range Power Use Notes
BARREL-MOUNTED FLASHLIGHT B/A-A-A/A 10 250 G UP TO 15M - NEGATES DARKNESS MODS*
LASER SIGHT C/A-A-A/A 25 100 G - 0.1 point points per hour of continuous use +1 ATTACK ROLL MODIFIER, Requires Micro-Power Pack to function
NIGHT VISION SCOPE D/A-B-B/A 125 450 G UP TO 1,000M 0.1 point points per hour of continuous use +2 ATTACK ROLL MODIFIER AT M/L/E RANGES; NEGATES DARKNESS, Requires Micro-Power Pack to function MODS
TELESCOPIC SCOPE C/A-A-A/A 30 200 G - - +2 ATTACK ROLL MODIFIER AT M/L/E RANGES
BattleTech DM / Megaversal Arena Coordinator

"Any problem can be solved with the judicious application of high explosives."

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Re: BattleTech Personal Weapons

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GENERAL ACCESSORIES:
Item Ratings Cost Mass Range Power Use Notes
BOW ACCESSORY MOUNT B/B/A 15 200 G - - ALLOWS FOR MOUNTING 1 SCOPE, SIGHT, OR FLASHLIGHT ON A BOW WEAPON
HOLSTER B/A/A 20 150 G - - AVAILABLE FOR PISTOLS AND RIFLES ONLY
BattleTech DM / Megaversal Arena Coordinator

"Any problem can be solved with the judicious application of high explosives."

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Re: BattleTech Personal Weapons

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Balistic Weapons: (Skill: Small arms - Pistol) (Include Ammunition count for weapons in the Notes)
Item Ratings AP/BD Range Cost Mass Notes
AUTO-PISTOL C/A-A-A/C 3B/4 5/20/45/105 50/2 500 G/140 G Shots: 10, Jam on Fumble
AUTO-PISTOL (HAWK EAGLE) C/X-F-C/C 4B/3B 5/20/50/100 100/10 500 G/110 G Shots: 15, BURST: 3; RECOIL: –1
AUTO-PISTOL (MAGNUM) C/A-A-B/D 3B/5 5/20/50/120 75/4 500 G/140 G Shots: 8, –1 TO ATTACK ROLL, Jam on Fumble
AUTO-PISTOL (M&G SERVICE AUTO) C/C-B-C/C 3B/4 5/20/40/85 60/3 650 G/110 G Shots: 8,
AUTO-PISTOL (NAMBU) C/B-C-C/C 3B/4 5/25/50/110 75/2 450 G/160 G Shots: 12, Jam on Fumble
AUTO-PISTOL (SERREK 7875D) C/X-C-B/C 3B/3 5/25/50/120 185/3 400 G/160G Shots: 16,+1 TO ATTACK AND SERVICE ROLLS
AUTO-PISTOL (STERNSACHT PYTHON) C/X-X-C/D 4B/4 5/15/40/80 125/4 750 G/160 G Shots: 12, Jam on Fumble
SEMI-AUTO (TK ENFORCER) C/X-X-B/C 3B/3B 7/25/55/140 110/3 1.6 KG/200 G Shots: 20, BURST: 4; RECOIL: –1
PISTOL (HOLD-OUT) B/A-A-B/E 3B/3 2/5/8/20 20/1 200 G/20 G Shots: 2,
PISTOL (STERNSNACHT CLAYMORE) C/X-E-D/D 3B/6 5/15/38/70 200/1 2.5 KG/90 G Shots: 3, RANGE MODIFIERS: +0/–3/–6/–11
PISTOL (MAKESHIFT) B/A-A-A/C 3B/4 5/15/30/65 15/1 1 KG/10G –1 TO ATTACK ROLL, Misfi re on Fumble (delivers 1X/1S damage to the user)
REVOLVER C/A-A-A/C 4B/4 8/18/40/90 40/1 500 G/60 G Shots: 6,
REVOLVER (MAGNUM) C/B-B-B/D 4B/5 8/18/45/100 60/3 500 G/60 G Shots: 5, –1 TO ATTACK ROLL
HARPOON GUN (PEQUOD, MK. 1) B/D-C-B/C 3B/3 8/12/25/30 350/2 2.3 KG/135 G Shots: 1, FIRES GRAPPLING CABLE; +4TO CLIMBING SKILL W/ CABLE ENGAGED; SIMPLE ACTION TO DISENGAGE CABLE; NO MODIFIER TO USE UNDERWATER
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Re: BattleTech Personal Weapons

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Balistic Weapons: (SKILL: SMALL ARMS - SMGs) (Include Ammunition count for weapons in the Notes)
Item Ratings AP/BD Range Cost Mass Notes
AUTO-PISTOL (MYDRON) C/C-B-B/E 3B/2B 6/22/40/90 100/4 1.5 KG/140 G Shots: 20, BURST: 6; RECOIL: –1
AUTO-PISTOL (STETTA) D/X-F-C/E 3B/2B 3/10/20/50 150/10 2 KG/680 G Shots: 100, BURST: 10; RECOIL: –1
MACHINE PISTOL (MARTIAL EAGLE) D/X-F-D/E 3B/3B 5/20/50/100 180/20 1.8 KG/250 G Shots: 30, BURST: 10; RECOIL: –1
SUBMACHINE GUN C/A-A-A/D 3B/3B 5/16/35/80 80/5 3 KG/570 G Shots: 50, BURST: 10; RECOIL: –1
SMG (IMPERATOR 2894A1) C/X-C-B/D 4B/2B 5/18/40/85 100/5 450 G/160 G Shots: 50, BURST: 10; RECOIL: –1
SMG (KA-23 SUBGUN) D/X-C-D/E 4B/2B 6/20/45/100 250/6 2.5 KG/300 G Shots: 40, BURST: 10; RECOIL: –1
SMG (RORYNEX RM-3/XXI) D/C-B-C/E 3B/2B 7/25/55/140 110/3 1.6 KG/200 G Shots: 100, BURST: 4; RECOIL: –1
SMG (RUGAN) C/D-B-C/E 3B/2B 4/15/30/70 100/8 3 KG/760 G Shots: 80,BURST: 15; RECOIL: –1
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Re: BattleTech Personal Weapons

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Balistic Weapons: (SKILL: SMALL ARMS - RIFLES) (Include Ammunition count for weapons in the Notes)
Item Ratings AP/BD Range Cost Mass Notes
RIFLE (AUTOMATIC) C/A-A-A/D 4B/4B 30/75/170/415 80/2 4 KG/480 G Shots: 30, BURST: 15; RECOIL: –1
RIFLE (BOLT-ACTION) B/A-A-A/B 4B/4 40/115/225/500 60/1 3 KG/60 G Shots: 5, SIMPLE ACTION TO CHAMBER THE NEXT ROUND
RIFLE (FEDERATED LONG) C/X-C-A/D 4B/5 35/85/205/450 120/3 5 KG/150 G Shots: 10
RIFLE (IMPERATOR AX-22 ASSAULT) C/X-X-B/D 4B/4B 30/80/185/435 200/3 3.5 KG/240 G Shots: 15, BURST: 15; RECOIL: –1
RIFLE (M&G G-150) C/X-X-C/D 4B/2B 45/95/215/460 270/5 3.5 KG/150 G Shots: 9, BURST: 3; DETACHABLE TELESCOPE (See Weapon Accessories, pp. 285-286)
RIFLE (MAKESHIFT) B/A-A-A/B 4B/4 20/65/140/300 20/1 6 KG/20 G Shots:1, –1 TO ATTACK ROLL, Misfire on Fumble (delivers 1X/1S damage to user)
RIFLE (TK ASSAULT) C/X-C-A/D 4B/4B 25/70/160/410 150/3 5.5 KG/320 G Shots: 20, BURST 10; RECOIL: –1
RIFLE (ZEUS HEAVY) C/C-B-B/D 5B/5 35/80/190/420 200/3 8 KG/80 G Shots: 5
ELEPHANT GUN B/B-C-C/C 5B/6 20/60/160/400 100/2 5 KG/40 G Shots: 2, –2 TO ATTACK ROLL
FEDERATED-BARRETT M42B (STANDARD MODE) C/X-X-D/E 4B/5B 30/75/180/430 1,385/12 6 KG/300 G Shots: 50, 2 COMPLEX ACTIONS AND SKILL CHECK TO RECONFIGURE, BURST: 10; RECOIL –1; LASER SIGHT (See Weapon Accessories, pp. 285-286) SOUND/FLASH SUPPRESSOR (See Weapon Accessories, pp. 285-286) AND GRENADE LAUNCHER (SeeGrenade Launchers, pp. 273-274)
FEDERATED-BARRETT M42B (CLOSE-IN MODE) C/X-X-D/E 3B/4B 30/75/180/430 1,385/12 6 KG/300 G Shots: 50, 2 COMPLEX ACTIONS AND SKILL CHECK TO RECONFIGURE, BURST: 5; RECOIL –1; LASER SIGHT (See Weapon Accessories, pp. 285-286), SOUND/FLASH SUPPRESSOR (See Weapon Accessories, pp. 285-286) AND GRENADE LAUNCHER (SeeGrenade Launchers, pp. 273-274)
FEDERATED-BARRETT M42B (LT.MACHINE GUN MODE) C/X-X-D/E 4B/5B 40/90/200/475 1,385/60 7 KG/1.85 KG Shots: 300, 2 COMPLEX ACTIONS AND SKILL CHECK TO RECONFIGURE, BURST 15; RECOIL –2; LASER SIGHT (See Weapon Accessories, pp. 285-286), SOUND/FLASH SUPPRESSOR (See Weapon Accessories, pp. 285-286) AND GRENADE LAUNCHER (SeeGrenade Launchers, pp. 273-274)
SNIPER RIFLE B/C-C-C/D 5B/4 45/150/340/700 350/4 10 KG/60 G Shots: 5, SIMPLE ACTION TO CHAMBER NEXT ROUND
SNIPER RIFLE (MINOLTA 9000) D/X-X-E/F 5B/4 50/160/360/730 1,000/5 6 KG/120 G Shots: 10
HARPOON GUN (PEQUOD, MK. 2) C/F-D-B/D 4B/4 18/35/65/90 100/8 3 KG/760 G Shots: 2 ;WIRELESS; NO MODIFIER TO USE UNDERWATER
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Re: BattleTech Personal Weapons

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Energy Weapons: (SKILL: SMALL ARMS - PISTOL) (Include Ammunition count for weapons in the Notes)
Item Ratings AP/BD Range Cost Mass Notes
LASER PISTOL D/B-A-A/D 4E/3 15/35/80/225 750/Per power pack 1 KG/Per power pack Shots: 2 PPS, power pack (see Power Packs, p. 306)
BLAZER PISTOL D/C-C-D/E 5E/3 15/40/90/240 3,000/Per power pack 2 KG/Per power pack Shots: 8 PPS, power pack (see Power Packs, p. 306)
ER LASER PISTOL F/X-D-C/D 4E/3 20/50/125/300 1,000/Per power pack 2 KG/Per power pack Shots: 3 PPS, power pack (see Power Packs, p. 306)
HOLDOUT LASER PISTOL D/B-B-B/D 4E/2 10/22/50/120 100/Per power pack 50 G/Per power pack Shots: 3 PPS, power pack (see Power Packs, p. 306)
LASER PISTOL (WHITE DWARF) D/X-X-C/E 4E/3 10/25/60/150 250/Per power pack 250 G/— Shots: 1, ONE SHOT, -3 TO PERCEPTION CHECK ROLL TO NOTICE BEAM
NAKJIMA HAND LASER D/X-D-C/D 5E/2 20/40/100/250 750/Per power pack 1 KG/Per power pack Shots: 1 PPS, power pack (see Power Packs, p. 306)
NOVA LASER PISTOL E/X-X-D/E 3E/5 8/20/40/100 1,250/Per power pack 1.5 KG/Per power pack Shots: 10 PPS, power pack (see Power Packs, p. 306)
SUNBEAM LASER PISTOL D/X-F-D/E 4E/4 15/30/65/200 750/Per power pack 1 KG/Per power pack Shots: 4 PPS, power pack (see Power Packs, p. 306)
PULSE LASER PISTOL D/B-F-C/D 3E/2B 12/30/70/195 1,000/Per power pack 1 KG/Per power pack Shots: 2 PPS, BURST 5; RECOIL 0, power pack (see Power Packs, p. 306)
PULSE LASER PISTOL, CLAN F/X-C-C/D 3E/3B 15/35/80/200 1,500/Per power pack 1 KG/Per power pack Shots: 1 PPS, BURST 5; RECOIL 0, power pack (see Power Packs, p. 306)
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Re: BattleTech Personal Weapons

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Energy Weapons: (SKILL: SMALL ARMS - RIFLE) (Include Ammunition count for weapons in the Notes)
Item Ratings AP/BD Range Cost Mass Notes
LASER RIFLE D/C-B-B/D 4E/4 60/205/465/1100 1250/Per power pack 5 KG/Per power pack Shots: 5 PPS, power pack (see Power Packs, p. 306)
LASER RIFLE (MAXELL PL-10) D/C-C-D/E 5E/3 55/200/460/1050 2,000/Per power pack 6.5 KG/Per power pack Shots: 9 PPS, power pack (see Power Packs, p. 306)
BLAZER RIFLE D/C-C-D/E 5E/4 65/220/485/1180 2190/Per power pack 7 KG/Per power pack Shots: 10 PPS, power pack (see Power Packs, p. 306)
MARX XX LASER RIFLE D/D-E-D/D 5E/3 75/250/500/1150 1750/Per power pack 6 KG/Per power pack Shots: 6 PPS, power pack (see Power Packs, p. 306)
EBONY ASSAULT RIFLE (Standard Mode) F/X-X-E/F 4E/3 65/200/475/1,000 8,500/Per power pack 10 KG/Per power pack Shots: 8 PPS, power pack (see Power Packs, p. 306)SIMPLE ACTION TO CHANGE SETTING
EBONY ASSAULT RIFLE (High-Powered Mode) F/X-X-E/F 5E/4 50/160/350/700 8,500/Per power pack 10 KG/Per power pack Shots: 12 PPS, power pack (see Power Packs, p. 306)SIMPLE ACTION TO CHANGE SETTING
EBONY ASSAULT RIFLE (Extended-Range Mode) F/X-X-E/F 3E/2 80/260/610/1,200 8,500/Per power pack 10 KG/Per power pack Shots: 4 PPS, power pack (see Power Packs, p. 306)SIMPLE ACTION TO CHANGE SETTING
INTEK LASER RIFLE D/X-D-D/D 4E/4 80/275/550/1200 1,250/Per power pack 5 KG/Per power pack Shots: 2 PPS, power pack (see Power Packs, p. 306)
MAGNA LASER RIFLE D/C-C-D/D 3E/5 50/190/440/1000 1,500/Per power pack 6 KG/Per power pack Shots: 5 PPS, BURST 5; RECOIL 0, power pack (see Power Packs, p. 306)
M61A COMBAT SYSTEM E/X-X-D/E 4E/4 70/225/480/1,100 7,150/Per power pack 9 KG/Per power pack Shots: 5 PPS, INCLUDES LASER SIGHT AND COMPACT GRENADE LAUNCHER (See Grenade Launchers, pp. 273-274)
MAUSER 960 ASSAULT SYSTEM E/C-F-D/D 3E/3B 55/170/365/740 8,000/Per power pack 10.5 KG/Per power pack Shots: 2 PPS, power pack (see Power Packs, p. 306)BURST 10; RECOIL 0, INCLUDES A DETACHABLE VIBROBLADE (See Modern Melee Weapons, p. 264) AND A COMPACT GRENADE LAUNCHER (See Grenade Launchers, pp. 273-274)
MAUSER 1200 LSS E/X-X-E/E 4E/4B 155/170/365/740 1,500/Per power pack 1 KG/Per power pack Shots: 5 PPS, BURST 5; RECOIL 0, power pack (see Power Packs, p. 306) INCLUDES A DETACHABLE VIBROBLADE (See Modern Melee Weapons, p. 264) AND A COMPACT GRENADE LAUNCHER (See Grenade Launchers, pp. 273-274)
MAUSER IIC IAS D/B-F-C/D 3E/2B 80/275/550/1200 1,000/Per power pack 1 KG/Per power pack Shots: 2 PPS, BURST 5; RECOIL 0, power pack (see Power Packs, p. 306)
ER LASER RIFLE F/X-D-D/D 4B/4 90/300/700/1400 2,000/Per power pack 5 KG/Per power pack Shots: 5 PPS, BURST 5; RECOIL 0, power pack (see Power Packs, p. 306)
PULSE LASER RIFLE, CLAN F/X-E-D/D 3E/3B 60/180/400/800 2,000/Per power pack 6 KG/Per power pack Shots: 5 PPS, BURST 10; RECOIL 0, power pack (see Power Packs, p. 306)
PULSE LASER RIFLE D/D-E-C/D 3E/3B 40/130/275/595 2,000/Per power pack 5 KG/Per power pack Shots: 4 PPS, BURST 10; RECOIL 0, power pack (see Power Packs, p. 306)
ER LASER RIFLE F/X-C-C/D 3E/3B 15/35/80/200 1,500/Per power pack 1 KG/Per power pack Shots: 1 PPS, BURST 5; RECOIL 0, power pack (see Power Packs, p. 306)
STARFIRE ER LASER RIFLE E/X-X-E/E 4E/4 85/285/625/1300 2,500/Per power pack 5 KG/Per power pack Shots: 6 PPS, BURST 5; RECOIL 0, RECHARGE: 1; –3 TO PERCEPTION
CHECK ROLL TO NOTICE BEAM, power pack (see Power Packs, p. 306)
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Re: BattleTech Personal Weapons

Post by Liang Yun »

FLECHETTE WEAPONS (SKILL: SMALL ARMS - PISTOLS) (Include Ammunition count for weapons in the Notes)
Item Ratings AP/BD Range Cost Mass Notes
NEEDLER PISTOL D/A-A-A/D 2B/5BS 2/6/12/20 50/1 300 G/70 G Shots: 10, NEEDLER; BURST 5; RECOIL –1
NEEDLER PISTOL (HOLD-OUT) D/C-B-B/E 2B/5S 2/4/6/12 20/— 50 G/— Shots: 5, NEEDLER; CANNOT BE RELOADED
NEEDLER PISTOL (SEA EAGLE) D/X-F-D/D 1B/4BS 2/5/10/20 110/5 350 G/100 G Shots: 10, NEEDLER; BURST 5; RECOIL –1
M&G FLECHETTE PISTOL D/B-B-C/E 1B/4BS 2/5/10/20 100/4 650 G/170 G Shots: 15, NEEDLER; BURST 5; RECOIL –1
Note: Weapons identified as Needler suffer a –2 AP modifier against barriers and tactical armor.
Last edited by Liang Yun on Tue Apr 23, 2024 5:55 pm, edited 1 time in total.
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Re: BattleTech Personal Weapons

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FLECHETTE WEAPONS (SKILL: SMALL ARMS - RIFLES) (Include Ammunition count for weapons in the Notes)
Item Ratings AP/BD Range Cost Mass Notes
AUTOMATIC SHOTGUN C/B-B-C/D 2B/5BS 4/10/20/45 200/2 5 KG/270 G Shots: 12,BURST 5; RECOIL –1
COMBAT SHOTGUN C/B-B-B/D 3B/5S 5/12/24/50 175/2 4.5 KG/140 G Shots: 8
DOUBLE-BARRELED SHOTGUN B/A-A-A/B 1B/6BS 3/8/16/45 30/1 4 KG/40 G Shots: 2, BURST 2; RECOIL –1, Complex Action to Reload
DOUBLE-BARRELED SHOTGUN (SAWED OFF) B/A-A-A/B 1B/6BS 1/4/8/22 30/1 3 KG/40 G Shots: 2, BURST 2; RECOIL –1; –1 TO ATTACK ROLL, Complex Action to Reload
AVENGER CCW C/X-E-C/D 2B/6BS 7/18/28/62 345/4 300 G/70 G Shots: 15, BURST 3; RECOIL –1,Jam on fumble.
AVENGER CCW WITH SOLID AMMO D/C-B-B/E 5B/6B 7/18/28/62 345/16 5.5KG/400 G Shots: 15, BURST 3; RECOIL –1, Jam on fumble
NEEDLER RIFLE D/B-B-B/D 2B/5S 5/14/30/40 75/2 1 KG/200 G Shots: 20, NEEDLER
SHREDDER HEAVY NEEDLER RIFLE D/X-X-C/D 3B/5S 3/8/15/30 150/3 1 KG/240 G Shots: 10, NEEDLER
Note: Weapons identified as Needler suffer a –2 AP modifier against barriers and tactical armor.
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Re: BattleTech Personal Weapons

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GAUSS WEAPONS (SKILL: SMALL ARMS - PISTOLS) (Include Ammunition count for weapons in the Notes)
Item Ratings AP/BD Range Cost Mass Notes
GAUSS PISTOL F/X-D-D/D 4B/5 5/20/60/150 1,500/1 1 KG/10 G Shots: 4, 1PPS, Gauss weapons also require power packs (see Power Packs, p. 306)
GAUSS PISTOL (MANDRAKE) E/X-X-E/E 3B/4 3/10/35/80 750 0.1 KG/10 G Shots: 1, Gauss weapons also require power packs (see Power Packs, p. 306)
Last edited by Liang Yun on Tue Apr 23, 2024 6:13 pm, edited 1 time in total.
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Re: BattleTech Personal Weapons

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GYROJET WEAPONS (SKILL: SMALL ARMS - PISTOL) (Include Ammunition count for weapons in the Notes)
Item Ratings AP/BD Range Cost Mass Notes
COVENTRY HANDROCKET D/X-X-D/E 4B/4 15/30/75/180 250/5 3.1 KG/240 G Shots: 5, GYROJET
GYROJET PISTOL D/D-D-C/E 3B/4 8/25/70/165 450/1 450/1 Shots: 2, GYROJET
GYROJET PISTOL, HOLDOUT D/D-D-C/E 3B/4 3/7/12/25 30/1 50 G/20 G Shots: 2, GYROJET
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Re: BattleTech Personal Weapons

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GYROJET WEAPONS (SKILL: SMALL ARMS - RIFLES) (Include Ammunition count for weapons in the Notes)
Item Ratings AP/BD Range Cost Mass Notes
GYROJET RIFLE D/C-C-B/D 4B/5 35/90/275/500 1,250/100 7 KG/1.3 KG Shots: 10, GYROJET
GYROJET GUN, HEAVY D/C-D-C/E 4B/6 45/120/300/625 2,500/250 10 KG/1 KG Shots: 5, GYROJET, ENCUMBERING
GYROSLUG CARBINE D/C-D-C/D 4B/4 20/50/120/260 800/5 4 KG/1.84 KG Shots: 20, GYROJET
GYROSLUG CARBINE (STAR KING) D/X-C-D/D 4B/5 23/65/130/285 950/15 5.2 KG/2.3 KG Shots: 20, GYROJET
GYROSLUG RIFLE D/B-C-C/D 4B/5 25/60/150/315 1,000/20 8 KG/5.8 KG Shots: 50, GYROJET
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Re: BattleTech Personal Weapons

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GAUSS WEAPONS (SKILL: SMALL ARMS - RIFLES) (Include Ammunition count for weapons in the Notes)
Item Ratings AP/BD Range Cost Mass Notes
GAUSS RIFLE (THUNDERSTROKE) E/X-X-E/E 5B/6 30/80/250/700 2,500/3 7 KG/330 G Shots: 5, 2PPS, ENCUMBERING, Gauss weapons also require power packs (see Power Packs, p. 306)
GAUSS RIFLE (THUNDERSTROKE II) E/X-X-D/E 5B/6 45/100/300/850 3,500/10 6.5 KG/420 G Shots: 20, 1 PPS, Gauss weapons also require power packs (see Power Packs, p. 306)
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Re: BattleTech Personal Weapons

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GAUSS WEAPONS (SKILL: SMALL ARMS - SMGs) (Include Ammunition count for weapons in the Notes)
Item Ratings AP/BD Range Cost Mass Notes
GAUSS SUBMACHINE GUN E/X-X-D/F 5B/4B 30/80/250/700 2,000/10 7 KG/330 G Shots: 30, 1PPS, BURST: 3; RECOIL –1; JAM ON FUMBLE, Gauss weapons also require power packs (see Power Packs, p. 306)
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Re: BattleTech Personal Weapons

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MISCELLANEOUS RANGED WEAPONS (SKILL: SMALL ARMS - Pistols) (Include Ammunition count for weapons in the Notes)
Item Ratings AP/BD Range Cost Mass Notes
DART GUN C/A-A-A/C 1B/3D 1/4/6/10 40/1 650 G/10 G Shots: 1
GAS CAPSULE PISTOL(“SPITBALL”) C/E-D-C/B 0B/* 4/11/19/27 6/2 1 KG/40 G Shots: 25, –1 TO ATTACK ROLL; GAS CARTRIDGES MUST BE REPLACED AFTER 200 SHOTS (1 C-BILL PERGAS CARTRIDGE)
LGB-46R “PAINT” GUN C/A-A-B/B 0B/0 1/2/3/4 50/10 1.8 KG/640 G Shots: 15, FIRES LIQUID PAYLOAD (TYPICALLY PAINT OR WATER)
SONIC STUNNER D/B-C-B/B 1B/6BS 2/5/7/10 100/Per power pack 600 G//Per power pack Shots: 1PPS, Sonic-based stun weapons are only effective at Atmospheric pressures of Thin or higher; Helmets provide BAR 1 protection vs sonic weapons; Fully-enclosed armor (such as battlesuits and enviro-suits) and earplugs provide BAR 5; Vehicle armor (and full deafness) provide BAR 10 vs sonic weapons
TRANQ GUN C/A-A-A/C 2B/4D 3/10/18/25 30/1 1.5 KG/40 G Shots: 10, ONLY DELIVERS ITS BD IF THE WEAPON’S AP (PLUS THE
ATTACK’S MOS ÷ 4, ROUND DOWN) EXCEEDS THE TARGET’S BAR. OTHERWISE, NO BD IS APPLIED
BUCCANEER GEL GUN C/X-X-D/C 2B/4D 3/10/18/25 200/20 2.5 KG/850 G Shots: 5, AP 0 VS. BARRIERS/TACTICAL ARMOR; NO RECOIL IN ZERO-G; ON HIT, -2 TO KNOCKDOWN CHECK
CERES ARMS CROWDBUSTER D/X-F-D/C 0S/5D 2/6/10/15 150/Per power pack 1 KG/Per power pack Shots: 2PPS, Sonic-based stun weapons are only effective at Atmospheric pressures of Thin or higher; Helmets provide BAR 1 protection vs sonic weapons; Fully-enclosed armor (such as battlesuits and enviro-suits) and earplugs provide BAR 5; Vehicle armor (and full deafness) provide BAR 10 vs sonic weapons
RADIUM SNIPER RIFLE E/F-X-F/F 4S/5C 95/350/750/1500 9,500/650 12 KG/330 G Shots: 5, 10PPS, ON SUCCESSFUL HIT THAT PENETRATES ARMOR, INJECTS TARGET WITH 1 DOSE OF RADIUM POISON (SEE DRUGS AND POISONS, P. 317)
Note:
Last edited by Liang Yun on Tue May 07, 2024 10:47 am, edited 1 time in total.
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Re: BattleTech Personal Weapons

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MACHINE GUN SUPPORT WEAPONS (SKILL - SUPPORT WEAPONS) (Include Ammunition count for weapons in the Notes)
Item Ratings AP/BD Range Cost Mass Notes
AUTOCANNON,BEARHUNTER D/X-X-D/F 7B/7B 14/60/120/200 3,000/200 40 KG/9 KG Shots: 180BURST 30; RECOIL –3; CREW: 2;JAM ON FUMBLE
AUTOCANNON, SEMI-PORTABLE C/C-D-D/E 6B/3B 25/75/200/550 2,000/150 25 KG/8 KG Shots: 200, BURST 25; RECOIL –2; CREW: 2
FEDERATED-BARRETT M42B (LT. MACHINE GUN MODE) C/X-X-D/E 4B/5B 40/90/200/475 1,385/60 7 KG/1.85 KG Shots: 300, BURST 15; RECOIL –2; SEE BALLISTIC WEAPONS (P. 266) FOR STANDARD AND CLOSE-IN CONFIGURATIONS
MACHINE GUN, LIGHT C/B-B-B/D 5B/3B 30/80/190/450 400/6 7 KG/2 KG Shots: 45, BURST 15; RECOIL –2
MACHINE GUN, PORTABLE C/B-B-B/D 5B/4B 30/85/200/460 1,000/10 11.5 KG/3 KG Shots: 75, BURST 15; RECOIL –2;ENCUMBERING
MACHINE GUN, SEMI-PORTABLE C/B-B-B/E 5B/4B 40/95/225/500 1,100/10 20 KG/4 KG Shots: 80, BURST 20; RECOIL –2; CREW: 2
MACHINE GUN, SUPPORT C/C-C-C/E 5B/5B 45/100/250/625 1,750/50 44 KG/5 KG Shots: 100, BURST 20; RECOIL –2; CREW: 2
SUPPORT NEEDLER,FIREDRAKE D/X-X-C/F 3B/7BCS 16/35/55/80 500/10 25 KG/3 KG Shots: 30, BURST 10; RECOIL –2; CREW: 2;NEEDLER*
Note:* Though technically not a machine gun, the Firedrake Incendiary Support Needler follows the same essential rules for modifiers against barriers and tactical armor).
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Re: BattleTech Personal Weapons

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GRENADE LAUNCHERS AND MORTARS (SKILL - SUPPORT WEAPONS and Artillery) (Include Ammunition count for weapons in the Notes)
Item Ratings AP/BD Range Cost Mass Notes
GRENADE LAUNCHER C/A-B-B/D (B) 20/55/130/200 465/Per ordnance type 40 KG/9 KG Shots: 20,(see Ordnance, p. 282-284)
GRENADE LAUNCHER, COMPACT C/B-C-B/E (A) 15/40/90/150 290/Per ordnance type 3 KG/200 G Shots: 1, SIMPLE ACTION TO RELOAD
GRENADE LAUNCHER, AUTOMATIC C/B-B-B/E (B) 20/45/110/180 975/Per ordnance type 12 KG/9 KG Shots: 10, BURST 5; RECOIL –2
GRENADE LAUNCHER, HEAVY C/X-X-D/E (C) 20/60/150/250 1,500/Per ordnance type 15 KG/12 KG Shots: 20, BURST 5; RECOIL –2; ENCUMBERING
GRENADE LAUNCHER, HVY. AUTO D/X-X-D/E (D) 25/65/150/240 4,500/Per ordnance type 20 KG/12 KG Shots: 20, BURST 5; RECOIL –2; ENCUMBERING
MORTAR, LIGHT B/A-A-A/D (D) 40/100/250/565 1,400/Per ordnance type 50 KG/2 KG Shots: 1, CREW: 2; INDIRECT; MINIMUM RANGE: 40**
MORTAR, HEAVY B/A-A-A/D (E) 100/180/400/900 5,000/Per ordnance type 220 KG/4 KG Shots: 1, CREW: 3; INDIRECT; MINIMUM RANGE:100**
Note: Mortars use the skill of Artillery. **Due to their arcing fire, mortars cannot effectively target any unit or area within their minimum range.
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Re: BattleTech Personal Weapons

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MISSILE LAUNCHERS (Skill: Support Weapons
Item Ratings AP/BD Range Cost Mass Notes
VLAW C/A-B-B/E (C) 35/150/295/450 75 2.2 KG/ Shots: 1, Per ordnance type (see Ordnance, pp. 282-284), CAN NOT BE RELOADED
LAW C/A-B-B/E (D) 55/200/335/560 350 4 KG/ Shots: 1, Per ordnance type (see Ordnance, pp. 282-284), CAN NOT BE RELOADED
LRM LAUNCHER D/X-X-D/E (C) 75/400/1000/2100 2,000/Per ordnance type 30 KG/8.3 KG Shots: 1, Per ordnance type (see Ordnance, pp. 282-284), ENCUMBERING
MRM LAUNCHER D/X-X-E/E (D) 65/300/1100/1500 2,500/Per ordnance type 30 KG/5 KG Shots: 1, Per ordnance type (see Ordnance, pp. 282-284), ENCUMBERING
SRM LAUNCHER (STANDARD) C/B-D-D/E (E) 60/225/425/740 1,500/ Per ordnance type 30 KG/20 KG Shots: 2, Per ordnance type (see Ordnance, pp. 282-284), ENCUMBERING
SRM LAUNCHER (LIGHT) C/C-C-C/E (E) 55/180/270/475 1,500/ Per ordnance type 10 KG/9 KG Shots: 2, Per ordnance type (see Ordnance, pp. 282-284)
SRM LAUNCHER (HEAVY) C/C-D-D/E (E) 74/235/353/530 3,000/Per ordnance type 20 KG/18 KG Shots: 1, Per ordnance type (see Ordnance, pp. 282-284), ENCUMBERING
MK 1 LIGHT AA WEAPON D/E-F-D/E 5B/6S 40/160/320/650 1,000 5 KG/ Shots: 1, CANNOT BE RELOADED; +2 TO ATTACK ROLL VS. AIRBORNE TARGETS; –5 VS. ALL OTHERS
MK 2 MAN-PORTABLE AA WEAPON D/F-X-D/E 6B/8S 60/360/900/1800 3,500/1,000 35 KG/14 KG Shots: 4, ENCUMBERING; CREW: 2; +2 TO ATTACK ROLL VS. AIRBORNE TARGETS; –5 VS. ALL OTHERS
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Re: BattleTech Personal Weapons

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Recoiless Rifles (SKILL: Support weapons) (Include Ammunition count for weapons in the Notes)
Item Ratings AP/BD Range Cost Mass Notes
RECOILLESS RIFLE, LIGHT C/B-B-A/E (C) 50/180/375/600 300/Per ordnance type 8 KG/600 G Shots: 1, ENCUMBERING; BACK-BLAST 2M, Per ordnance type (see Ordnance, pp. 282-284)
RECOILLESS RIFLE, MEDIUM C/B-B-A/E (D) 60/200/390/640 2,000/Per ordnance type 32 KG/2 KG Shots: 1, CREW: 2; BACK-BLAST 5M, Per ordnance type (see Ordnance, pp. 282-284)
RECOILLESS RIFLE, HEAVY C/B-B-A/E (E) 70/225/450/700 4,000/Per ordnance type 60 KG/4 KG Shots: 1, CREW: 3; BACK-BLAST 10M, Per ordnance type (see Ordnance, pp. 282-284)
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