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(Mongoose) WarMech 2089 - Background
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<blockquote data-quote="Mongoose_Matt" data-source="post: 470358" data-attributes="member: 239"><p>Hi there,</p><p></p><p>Funny you should mention that - the working title of one of the supplements just happens to be The High Frontier <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>As for artillery and all the other juicey support bits and pieces - you bet.</p><p></p><p>To give you a basic run down, one of the options (the default, if you like) is to create a Mercenary Company. Every player generates a character as usual (and there are a number of specialised Mech Officers), then the group as a whole creates the Company. This is how individuals afford Mechs, which are hellishly expensive - it comes from the Company's purse, rather than your own personal fortune. Players will have to work together to create a successful company, as they will not get very far if they all try to grab the most expensive Mech possible, or try to share company fubnds. No, they are going to have to look at fulfilling specific roles within the Company - Scout is an obvious one. However, one of the coolest, for my money, is the Comms Mech Officer, who can use some very specialised equipment. It is his role to engage in electronic warfare, jam transmissions, intercept enemy broadcasts - and call in support. As well as Mechs, the Company can purchase support facilities, air assets, armour, artillery - and a whole bunch more. If Mechs are your thing, you will have the ability to stick with them and ignore the other material. But if you want the full mercenary company experience, you will have all the rules you need.</p><p></p><p>And that is not even going into players who instead wish to join the military or form one of the corporation Mech squads (very cool technology, but you will always be beholden to your employers and their own political machinations).</p><p></p><p>Basically, there are plenty of options to get yourself into lots of trouble!</p></blockquote><p></p>
[QUOTE="Mongoose_Matt, post: 470358, member: 239"] Hi there, Funny you should mention that - the working title of one of the supplements just happens to be The High Frontier :) As for artillery and all the other juicey support bits and pieces - you bet. To give you a basic run down, one of the options (the default, if you like) is to create a Mercenary Company. Every player generates a character as usual (and there are a number of specialised Mech Officers), then the group as a whole creates the Company. This is how individuals afford Mechs, which are hellishly expensive - it comes from the Company's purse, rather than your own personal fortune. Players will have to work together to create a successful company, as they will not get very far if they all try to grab the most expensive Mech possible, or try to share company fubnds. No, they are going to have to look at fulfilling specific roles within the Company - Scout is an obvious one. However, one of the coolest, for my money, is the Comms Mech Officer, who can use some very specialised equipment. It is his role to engage in electronic warfare, jam transmissions, intercept enemy broadcasts - and call in support. As well as Mechs, the Company can purchase support facilities, air assets, armour, artillery - and a whole bunch more. If Mechs are your thing, you will have the ability to stick with them and ignore the other material. But if you want the full mercenary company experience, you will have all the rules you need. And that is not even going into players who instead wish to join the military or form one of the corporation Mech squads (very cool technology, but you will always be beholden to your employers and their own political machinations). Basically, there are plenty of options to get yourself into lots of trouble! [/QUOTE]
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