Mechwarrior 2 Mercenaries Game

Disclaimer

Please bear in mind this is a concept construction site. The reason this is not a complete campaign concept is it’s a work in progress. Brainstorming stage.

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General Concept and Theme

(WIP)

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Intended Gear and Style Statement

If the PCs are part of a mercenary unit of average profitability then their unit-issued gear would be good but not great. My suggestion would be a Standard Helmet, Flak Vest and Flak Pants for armour (and unit uniform) giving good protection on foot and able to be taken straight into the cockpit (though the helmet would need to be removed to don a neurohelmet).

As rambled in the Mechwarrior 2 Starting Equipment section, I would envisage a longarm (usually 3d6 ballistic damage) being the baseline, backed up by a pistol or autopistol, and possibly melee weapons such as stunsticks, knives, or vibroweapons.

Players choosing to pursue other combat styles (such as, say, dual wielding) should be encouraged to do so.

“Game issued” selection of one ballistic longarm, one ballistic pistol, flak vest, flak pants, standard helmet, and then some standard support equipment (medical, communication, etc). Players would be free to use their starting equipment allotment (including any increase from the Well Equipped advantage) to buy additional reasonable and back-story appropriate gear. This includes variant armor and weapons such as heavy weapons or sniper weapons.

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Mechwarrior 2 Mercenaries Game

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