Assignments should give players a way to gauge risk, reward, and time investment, much like selecting a dungeon level to delve. Garrison and Riot Duty are the level one equivalent—like clearing rats from a basement. Then again, a GRN-class unit might not even be considered for the high-stakes assault missions.
Combat assignments include Garrison Duty (low risk/reward, months-long), Short-term Assault (medium risk/reward, variable duration), Raid/Sabotage (high risk, 2-5 days), Relief Duty (high risk, undefined reward, variable duration), and Riot Duty (low risk/reward, short-term, rebels unlikely to have ‘Mechs).
Once the assignment is set, the GM rolls on tables for general encounters (like friendly forces or Star League facilities) and battlefield encounters. The mission type dictates encounter frequency, with more battlefield encounters increasing risk but also XP, renown, and salvage opportunities. The GM would work out the length of the combat assignment and pre-roll on these tables and interpret them in a way that makes sense, chaining the encounters together. Each encounter is given a helpful paragraph or two of explanation.
A table for enemy ‘Mech forces is included, and enemy pilot experience is randomly rolled—oddly, they tend to outmatch players until the group reaches VET class. Enemy skill matters since it affects gunnery and piloting rolls.
There’s also a Major Events table for system-shaping events like the fall of a major world or the death of a key figure. These are monthly events, and you should roll a years' worth in advance and then work out how they would impact future combat assignments.
This system lets merc players choose their engagements and thus the amount of time they want to invest as well as their risk/reward, while giving GMs tables to generate encounters, enemy mech forces, and unfolding system events.
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Mechwarrior encounter and battlefield tables! |
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