Enhanced Prosthetic

Overview[edit]

An Enhanced Prosthetic is a prosthetic limb altered to conceal a single weapon or tool and slip it past most detection devices. Based on the more advanced Type 3, Type 4, and Type 5 artificial limbs, these prosthetics are by far the most common type of cybernetic enhancement used in the Inner Sphere. Even then, the sheer expense and scarcity of technical skills necessary to install and maintain them leaves enhanced prosthetics largely to official government and military agents of the Great Houses. In addition, the mere thought of trading in perfectly healthy body parts for cutting-edge mechanical ones means only a truly fanatical covert agent - or a somewhat expendable guinea pig - makes use of enhanced prosthetics.[1]

Among the Clans, there is a general aversion to artificially enhancing the abilities of a warrior, although rare exceptions are made such as when a particular warrior's survival is top priority. The nations of the Periphery likewise rarely employed enhanced prosthetics, though this is more out of lack of resources and training than desire. Trying to acquire an enhanced prosthetic on the black market can be virtually impossible.[1] An enhanced Type 4 or Type 5 prosthetic limb was available to all members of the Manei Domini, and in some cases they were superior to their Inner Sphere counterpart. The Manei Domin were also more advanced in that they could employ limbs, known as Improved Enhanced Prosthetics, which contained any combination of two weapons or tools.[2]

Below are the various weaponry and gear which could be mounted in a prosthetic limb. Some items were restricted to which limb they could be placed in: for example, because of the jarring of everyday movement upsetting their delicate mechanisms and the sheer impracticality of their location, ranged weapons were not available for leg prosthetics.[1]

Ranged Weapons[edit]

Ballistic[edit]

A Ballistic weapon scaled down from standard ballistic pistols to fit within the arm or hand and hidden behind concealed panels. Spotting this concealed pistol is very difficult so long as it is inactive, although inserting the ammunition clip makes it more noticeable. Ironically, the mechanical nature of Type 3 and Type 4 limbs makes it slightly easier to mask the existence of any weapon ports. In addition, the limited space within the human arm prevents any weapon accessories from being added beyond the use of a Laser Sight.[1]

In CBT play, each conventional infantryman equipped with a Ballistic enhanced limb adds .01 to a platoon's damage value, however it can only be applied to other units engaged within the platoon's hex and the sum of all prosthetic weapons must be rounded normally before being applied. In RPG play, this limb has the following statistics in addition to all rules associated with enhanced limbs.[2]

Equipment Ratings: D/E/F
Armor Piercing/Base Damage: 2/2D6
Range: 1/3/5/10 meters
Shots: 2
Cost/Reload: 450/1
Notes: -

[1]

Dart Gun[edit]

A Dart Gun scaled down from a normal-sized Dart Gun to fit within the arm or hand and hidden behind concealed panels. The ability to spot this concealed gun is very difficult so long as it is inactive. Ironically the mechanical nature of Type 3 and Type 4 limbs makes it slightly easier to mask the existence of any weapon ports. In addition the limited space within the human arm prevents any weapon accessories from being added beyond the use of a laser sight.[1]

In CBT play each conventional infantryman equipped with a Dart Gun enhanced limb adds 0 to a platoon's damage value, however it can only be applied to other infantry engaged within the platoon's hex and the sum of all prosthetic weapons must be rounded normally before being applied. In RPG play this limb has the following statistics in addition to all rules associated with enhanced limbs.[2]

Equipment Ratings: D/E/F
Armor Piercing/Base Damage: 1/1D6
Range: 1/2/3/5 meters
Shots: 1
Cost/Reload: 200/1
Notes: May use tranq darts

[1]

Laser[edit]

A Laser scaled down from standard pistol-sized lasers to fit within the arm or hand and hidden behind concealed panels. The ability to spot this concealed laser is very difficult so long as it is inactive, although attaching a power source (a micro power pack) to the necessarily exposed power port makes it more noticeable. Ironically the mechanical nature of Type 3 and Type 4 limbs makes it slightly easier to mask the existence of any weapon ports. In addition the limited space within the human arm prevents any weapon accessories from being added beyond the use of a laser sight.[1]

In CBT play each conventional infantryman equipped with a Laser enhanced limb adds .07 to a platoon's damage value, however it can only be applied to other units engaged within the platoon's hex and the sum of all prosthetic weapons must be rounded normally before being applied. In RPG play this limb has the following statistics in addition to all rules associated with enhanced limbs.[2]

Equipment Ratings: E/E/F
Armor Piercing/Base Damage: 3/2D6
Range: 5/11/25/60 meters
Power Points per Shot: 3
Cost/Reload: 500/-
Notes: Obvious Port (power)

[1]

Needler[edit]

A Needler scaled down from standard Needler Pistols to fit within the arm or hand and hidden behind concealed panels. The ability to spot this concealed pistol is very difficult so long as it is inactive, although inserting the ammunition clip makes it more noticeable. Ironically the mechanical nature of Type 3 and Type 4 limbs makes it slightly easier to mask the existence of any weapon ports. In addition the limited space within the human arm prevents any weapon accessories from being added beyond the use of a laser sight.[1]

In CBT play each conventional infantryman equipped with a Needler enhanced limb adds .02 to a platoon's damage value, however it can only be applied to other infantry engaged within the platoon's hex and the sum of all prosthetic weapons must be rounded normally before being applied. In RPG play this limb has the following statistics in addition to all rules associated with enhanced limbs.[2]

Equipment Ratings: D/E/F
Armor Piercing/Base Damage: 1/3D6
Range: 1/3/5/10 meters
Shots: 5
Cost/Reload: 300/1
Notes: Splash; AP 0 vs barriers

[1]

Sonic Stunner[edit]

A Sonic Stunner scaled down from normal-sized Sonic Stunners to fit within the arm or hand and hidden behind concealed panels. Spotting such weapons is very difficult so long as it is inactive, although it required an independent power source (micro power pack) to operate. Ironically, the mechanical nature of Type 3 and Type 4 limbs makes it slightly easier to mask the existence of any weapon ports. In addition, the limited space within the human arm prevents any weapon accessories from being added beyond the use of a laser sight.[1]

In CBT play, each conventional infantryman equipped with a Sonic Stunner enhanced limb adds .01 to a platoon's damage value, however it can only be applied to other infantry engaged within the platoon's hex and the sum of all prosthetic weapons must be rounded normally before being applied. In RPG play, this limb has the following statistics in addition to all rules associated with enhanced limbs.[2]

Equipment Ratings: E/E/F
Armor Piercing/Base Damage: 0/4D6
Range: 1/2/3/5 meters
Power Points per Shot: 2
Cost/Reload: 300/-
Notes: Subduing

[1]

Shotgun[edit]

A Shotgun scaled down from normal-sized shotguns to fit within the arm or hand and hidden behind concealed panels. Spotting this concealed weapon is very difficult so long as it is inactive. Ironically, the mechanical nature of Type 3 and Type 4 limbs makes it slightly easier to mask the existence of any weapon ports. In addition the limited space within the human arm prevents any weapon accessories from being added beyond the use of a laser sight.[1]

In CBT play, each conventional infantryman equipped with a Shotgun enhanced limb adds .01 to a platoon's damage value, however it can only be applied to other conventional infantry engaged within the platoon's hex and the sum of all prosthetic weapons must be rounded normally before being applied. In RPG play, this limb has the following statistics in addition to all rules associated with enhanced limbs.[2]

Equipment Ratings: D/E/F
Armor Piercing/Base Damage: 1/4D6
Range: 1/3/6/8 meters
Shots: 1
Cost/Reload: 600/1
Notes: Splash; +1 TN (recoil)

[1]

Submachine Gun[edit]

A Submachine Gun scaled down from standard Submachine Guns to fit within the arm or hand and hidden behind concealed panels. Spotting such weapons is very difficult so long as it is inactive, although inserting the ammunition clip makes it more noticeable. Ironically, the mechanical nature of Type 3 and Type 4 limbs makes it slightly easier to mask the existence of any weapon ports. In addition, the limited space within the human arm prevents any weapon accessories from being added beyond the use of a laser sight.[1]

In CBT play, each conventional infantryman equipped with a SMG enhanced limb adds .05 to a platoon's damage value, however it can only be applied to other units engaged within the platoon's hex and the sum of all prosthetic weapons must be rounded normally before being applied. In RPG play, this limb has the following statistics in addition to all rules associated with enhanced limbs.[2]

Equipment Ratings: D/E/F
Armor Piercing/Base Damage: 2/1D6
Range: 2/5/10/20 meters
Shots: 20
Cost/Reload: 1500/5
Notes: Burst (4/2); Jam on Fumble

[1]

Melee Weapons[edit]

Blade[edit]

A simple Blade which could retract behind hidden panels in the arm or hand, making its detection very difficult.[1]

In CBT play, each conventional infantryman equipped with a Blade enhanced limb adds .02 to a platoon's damage value and receives a +2 to-hit bonus, however it can only be applied to other units engaged within the platoon's hex and the sum of all prosthetic weapons must be rounded normally before being applied. In RPG play, this limb has the following statistics in addition to all rules associated with enhanced limbs.[2]

Equipment Ratings: C/D/E
Armor Piercing/Base Damage: 1/1D6
Cost/Reload: 100/-
Notes: -

[1]

Needle[edit]

A Needle which could retract behind hidden panels in the arm or hand. This hypodermic injector could be used to deliver a variety of poisons or other solutions into the target, and the ability to spot this concealed weapon is very difficult.[1]

In CBT play, each conventional infantryman equipped with a Blade enhanced limb adds 0 to a platoon's damage value and receives a +2 to-hit bonus, however it can only be applied to other infantry engaged within the platoon's hex and the sum of all prosthetic weapons must be rounded normally before being applied. In RPG play, this limb has the following statistics in addition to all rules associated with enhanced limbs.[2]

Equipment Ratings: D/E/F
Armor Piercing/Base Damage: 0/1D6
Shots: 1
Cost/Reload: 800/*
Notes: Effect as poison or medication*

[1]

Shocker[edit]

A simple Shocker adapted from the standard Stunstick. It could deliver a powerful stunning blow to one's opponent, although it required a power source (micro power pack) to operate. Its ability to retract behind hidden panels in the arm or hand makes spotting this concealed weapon very difficult.[1]

In CBT play, each conventional infantryman equipped with a Shocker enhanced limb adds .04 to a platoon's damage value and receives a +2 to-hit bonus, however it can only apply to other infantry engaged within the platoon's hex and the sum of all prosthetic weapons must be rounded normally before being applied. In RPG play, this limb has the following statistics in addition to all rules associated with enhanced limbs.[2]

Equipment Ratings: D/E/F
Armor Piercing/Base Damage: 0/3D6
Power Points per Use: 3
Cost/Reload: 250/-
Notes: -

[1]

Vibroblade[edit]

A Vibroblade adapted from a standard-sized Vibroblade, able to retract behind hidden panels in the hand or arm. While a very deadly weapon, it requires an independent power source such as a micro power pack to operate. Spotting this concealed weapon can be very difficult.[1]

In CBT play each conventional infantryman equipped with a Vibroblade enhanced limb adds .14 to a platoon's damage value and receives a +2 to-hit bonus, however it can only applied to other units engaged within the platoon's hex and the sum of all prosthetic weapons must be rounded normally before being applied. In RPG play this limb has the following statistics in addition to all rules associated with enhanced limbs.[2]

Equipment Ratings: D/E/F
Armor Piercing/Base Damage: 4/2D6
Power Points per Use: 1
Cost/Reload: 500/-
Notes: -

[1]

Equipment[edit]

Claws[edit]

Claws are special climbing enhancements to both prosthetic arms and legs which allow an agent to ascend any unsmooth surface (wood, unworked stone, etc.). These small retractable claws can also be used in melee combat to devastating effect, especially if the agent is trained in a martial arts style which takes advantage of them. These claws worked best when installed in all four limbs, otherwise climbing gear would be necessary to offset any absent components.[1]

In CBT play, each conventional infantryman equipped with Claw enhanced limbs adds .02 to a platoon's damage value, however it can only applied to other infantry engaged within the platoon's hex and the sum of all prosthetic weapons must be rounded normally before being applied. In RPG play, this limb has the following statistics in addition to all rules associated with enhanced limbs.[2]

Equipment Ratings: D/C/C
Range: 2/5/8/12 meters
Cost: -1
Notes: 1x1d6 damage in melee; -1 TN modifier to climb (per limb)

[1]

Concealed Holster/Cargo Unit[edit]

A common tool used by field agents, Concealed Holsters or Cargo Units allowed a person to hide an item within the thigh section of their prosthetic leg. Special mechanical fast-draw holsters allowed for an agent to conceal a full-size pistol or short blade. The ability to perform a quick draw on an opponent did require that their clothing be sufficiently modified, but it gave the agent the appearance of being unarmed and the element of surprise. Rather than a special holster assembly, the thigh could also be converted into a general storage area, able to contain objects in a space no bigger than half the width and length of the thigh. These could be anything from data disks to explosives.[1]

In RPG play, this limb has the following statistics in addition to all rules associated with enhanced limbs. It has no effect in CBT play.[2]

Equipment Ratings: C/C/B
Cost: 100
Notes: -3 TN modifier to Quickdraw (holster only)

[1]

Electromagnet[edit]

Electromagnet enhancements could be applied to the artificial hands and feet to scale metal surfaces without climbing gear, or even hang upside-down on a metal overhang without fear of falling. This required either both hands or both feet to be modified. The magnets were also powerful enough to allow a person to pull metal objects of up to 5 kilograms in weight towards themselves.[1] Those used by the Manei Domini were even more powerful, allowing an object 15 kg in weight to be pulled towards the agent.[2]

In CBT if a majority of a conventional infantry platoon is equipped with Electormagnet limbs they receive a -2 modifier to any Anti-'Mech Leg or Swarm attacks. In RPG play this limb has the following statistics in addition to all rules associated with enhanced limbs.[2]

Equipment Ratings: D/C/C
Range: 1/2/3/5 meters
Cost: 700
Notes: Power Usage: 2/min; 5 kg max.; -1 TN modifier to Climbing (magnetic, per limb)

[1]

Grappler[edit]

Grappler enhancements are a type of low-tech alternative to electromagnetic enhancements. Concealed within the prosthetic limb is a high-pressure launcher capable of firing a thin but sturdy weighted line. The line could not only be used to climb, but also ensnare a target or reel in an object up to 50 kilograms in weight towards the person, regardless of their actual strength.[1] Among the Manei Domini, this upgrade was available to all agents with the necessary prosthetic limb, but could be used to reel in a target up to 150 kg in weight.[2]

In CBT, if a majority of a conventional infantry platoon is equipped with Grappler limbs they receive a -2 modifier to any Anti-'Mech Leg or Swarm attacks. In RPG play, this limb has the following statistics in addition to all rules associated with enhanced limbs.[2]

Equipment Ratings: C/C/C
Range: 2/5/8/12 meters
Cost: 500
Notes: 50 kg max.; -4 TN modifier to ensnare or climb

[1]

Concealed Lockpick[edit]

Common among field agents, a Concealed Lockpick enhancement allows for the unlocking of most mechanical locks. In effect, the upgrade mimics the capabilities of a basic lock picking kit, minus the Vibroblade, with extendable picks hidden within the agent's fingers.[1]

In RPG play, this limb has the following statistics in addition to all rules associated with enhanced limbs. It has no effect in CBT play.[2]

Equipment Ratings: C/C/D
Cost: 500
Notes: -1 TN modifier to Security Systems

[1]

MicroComp[edit]

Found only among the agents of the Manei Domini, MicroComp enhancements could be installed to improve the agent's ability to interface with computers, though they could not function in the presence of as any electromagnet enhancements.[2]

In RPG play, this limb has the following statistics in addition to all rules associated with enhanced limbs. It has no effect in CBT play.[2]

Power Points per use: .005/min
Notes: -2 TN to Computers; no Electromagnets

[2]

Notes[edit]

In RPG play, enhanced prosthetics add 25% to the base cost of a Type 3, 4, or 5 artificial limb plus the cost of the individual weapon or tool. Rules and stats for each individual upgrade can be found on their respective entry. Besides sporting a "bare" look, a Manei Domini enhanced prosthetic can receive Cosmetic Enhancements to either appear normal (add +8 or +12 TN modifiers to spot the difference for limbs of Type 4 or Type 5 respectively) or to look intimidating (add +2 to Intimidation or Interrogation checks if visible to the target).[1][2]

References[edit]

Bibliography[edit]