RPG
BETA
GenCon Mission
Briefing
Revolutionaries in [insert hotspot controlled by [Players’ Megacon here] have kidnnaped a mid-level exec. The exec has enough clout (read: actionable intel on his coworkers) to merit
an armed response/rescue. Also, the kidnappers need to be dealt with, lest they or their comrades get the wrong idea about [Player’s Megacon] dedication to their employees. But in
order to minimize any reputation hit, it needs to be done surgically without civilian casualties.
Objective 1 (2 SDAs) Objective 3 (1 SDA)
Rescue Executive Minimise civilian casualties. Goal = 0 noncombatant
deaths.
Objective 2 (1 SDA) Secret Objective (6 SDAs*)
Destroy kidnappers and demoralize any copycats; Kill Exec and make it look like [Rival MegaCon] was
shift. responsible.
* (propose to one PC most likely to accept; 6 SDAs for THAT PC only)
Mission Debriefing
Phase 1: Locate Kidnappers Objective 1 (2 SDAs)
The first phase of the mission is to locate the kidnappers secret location. This can be Was the Executive rescued? If so, award 2 SDAs to all PCs (player’s choice).
done in numerous ways; SP and IS rolls are most appropriate. Let the players make
Objective 2 (1 SDA)
suggestions and try things. Failure could lead to the kidnappers being aware of the
PCs attempts to find them, and thus they might move (requiring this round to repeat... Were kidnappers elminated with extreme prejudice? If so, award 1 SDA to all PCs
avoid that, it’s boring). Worst case scenario: kidnappers escape with exec, but leave a (player’s choice).
welcoming party behind.
Objective 3 (1 SDA)
General info:
Were any civilians injured? If not, award 1 SDA to all PCs (player’s choice).
In a 3-story building in a rundown neighborhood, 6 kidnappers per floor.
Secret Objective (6 SDAs*)
Phase 2: Prepare for Raid
*(propose to one PC most likely to accept; 6 SDAs for THAT PC only)
This should be a montage sequence, using RAW. Players will attempt to learn about
Was executive killed and evidence of [X MegaCon] planted AND believed? If so, award
and prepare for the raid. Successes can be used during the raid to assist bad rolls or
6 SDAs to ONLY the PC who carried it out. This is not to be shared with other PCs. If
increase effects. If the net is a failure, those points can be used by the GM to reduce
assigned PC brings others into the conspiracy, he will NOT get his SDA award AND will
effects or turn successes into failures.
earn an enemy.
General info:
4-6 kidnappers per floor, toughest (2 superior to PCs, 2 equal) are on the top floor, least
experienced on ground floor (6 lesser threats) and second floor (2 equal to PCs, 4 lesser).
Phase 3: Execute Raid
This will be a combat. The kidnappers are located in a multi-floor building, the exec on
the top floor (if they are unaware of the players; if they were clued in on the first phase,
then the exec will either be elsewhere, dead, or, perhaps, secured in the basement (but
the players will believe he’s on the top floor).
Where are they, what are they doing:
Assuming the raid begins on the ground floor, the second floor team (6 foes, equal to
PCs) will arrive on first if that encounter goes longer than 3 rounds. If the raid begins
on the top floor, first and second floor will proceed upstairs on a similar timeline (6
kidnappers arrrive after 3 rounds, 6 more after 6 rounds).
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MERCS: RPG Beta rules © 2014 MegaCon Games, LLC. MegaCon Games, the MegaCon Games logo, Myth, the Myth logo, MERCS, and the MERCS logo are trademarks or registered trademarks of their respective owner. All rights reserved.
Adversaries
First Floor Second Floor
1 Thug Threat: 0
1 Soldier Threat: 1
MP: 2 Certs./Adcaps: Basic MP: 3 Certs./Adcaps: Basic
BP: 2 Weapons: Assault Rifle (R: S-M, For.: 5, MP: 2, ShBu) BP: 3 Weapons: Assault Rifle (R: S-M, For.: 4, MP: 2, ShBu)
(AV)PT: (0)2 (AV)PT: (0)3
2 Thug Threat: 0
2 Soldier Threat: 1
MP: 2 Certs./Adcaps: Basic MP: 3 Certs./Adcaps: Basic
BP: 2 Weapons: Assault Rifle (R: S-M, For.: 5, MP: 2, ShBu) BP: 3 Weapons: Assault Rifle (R: S-M, For.: 4, MP: 2, ShBu)
(AV)PT: (0)2 (AV)PT: (0)3
3 Thug Threat: 0
1 Thug Threat: 0
MP: 2 Certs./Adcaps: Basic MP: 2 Certs./Adcaps: Basic
BP: 2 Weapons: Assault Rifle (R: S-M, For.: 5, MP: 2, ShBu) BP: 2 Weapons: Assault Rifle (R: S-M, For.: 5, MP: 2, ShBu)
(AV)PT: (0)2 (AV)PT: (0)2
4 Thug Threat: 0
2 Thug Threat: 0
MP: 2 Certs./Adcaps: Basic MP: 2 Certs./Adcaps: Basic
BP: 2 Weapons: Assault Rifle (R: S-M, For.: 5, MP: 2, ShBu) BP: 2 Weapons: Assault Rifle (R: S-M, For.: 5, MP: 2, ShBu)
(AV)PT: (0)2 (AV)PT: (0)2
5 Thug Threat: 0
3 Thug Threat: 0
MP: 2 Certs./Adcaps: Basic MP: 2 Certs./Adcaps: Basic
BP: 2 Weapons: Assault Rifle (R: S-M, For.: 5, MP: 2, ShBu) BP: 2 Weapons: Assault Rifle (R: S-M, For.: 5, MP: 2, ShBu)
(AV)PT: (0)2 (AV)PT: (0)2
6 Thug Threat: 0
4 Thug Threat: 0
MP: 2 Certs./Adcaps: Basic MP: 2 Certs./Adcaps: Basic
BP: 2 Weapons: Assault Rifle (R: S-M, For.: 5, MP: 2, ShBu) BP: 2 Weapons: Assault Rifle (R: S-M, For.: 5, MP: 2, ShBu)
(AV)PT: (0)2 (AV)PT: (0)2
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MERCS: RPG Beta rules © 2014 MegaCon Games, LLC. MegaCon Games, the MegaCon Games logo, Myth, the Myth logo, MERCS, and the MERCS logo are trademarks or registered trademarks of their respective owner. All rights reserved.
Third Floor
1 Professional Threat: 2
MP: 3 Certs./Adcaps: Basic
BP: 3 Weapons: Assault Rifle (R: S-M, For.: 5, MP: 2, ShBu)
(AV)PT: (3)3
2 Professional Threat: 2
MP: 3 Certs./Adcaps: Basic
BP: 3 Weapons: Assault Rifle (R: S-M, For.: 5, MP: 2, ShBu)
(AV)PT: (3)3
1 Soldier Threat: 1
MP: 3 Certs./Adcaps: Basic
BP: 3 Weapons: Assault Rifle (R: S-M, For.: 4, MP: 2, ShBu)
(AV)PT: (0)3
2 Soldier Threat: 1
MP: 3 Certs./Adcaps: Basic
BP: 3 Weapons: Assault Rifle (R: S-M, For.: 4, MP: 2, ShBu)
(AV)PT: (0)3
1 Thug Threat: 0
MP: 2 Certs./Adcaps: Basic
BP: 2 Weapons: Assault Rifle (R: S-M, For.: 5, MP: 2, ShBu)
(AV)PT: (0)2
2 Thug Threat: 0
MP: 2 Certs./Adcaps: Basic
BP: 2 Weapons: Assault Rifle (R: S-M, For.: 5, MP: 2, ShBu)
(AV)PT: (0)2
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MERCS: RPG Beta rules © 2014 MegaCon Games, LLC. MegaCon Games, the MegaCon Games logo, Myth, the Myth logo, MERCS, and the MERCS logo are trademarks or registered trademarks of their respective owner. All rights reserved.
MERCS
Berkley Johnson Loyalty: +0 Alton Erikison Loyalty: +0
Megacon: CCC Megacon: CCC
(Reliable Tech) (Reliable Tech)
TI: +2 SP: +1 IS: +2 MP: 3 BP: 3 (AV)PT: (3)3 TI: +2 SP: +1 IS: +2 MP: 3 BP: 4 (AV)PT: (3)3
Certifications/Adcaps: Certifications/Adcaps:
Basic (+1d10) Basic (+1d10)
Alternate Combat: Hand to Hand (+1d10) Alternate Combat: Heavy Weapon (+1d10)
Creative (+1 to creative solutions) Tough (+1 BP)
Weapons & Kit: Weapons & Kit:
Assault Rifle (roll 3d10 + TI, keep two highest): SAW (roll 4d10 + TI, keep three highest):
Range: S-M, Force: 5, MP: 2, Flair: Short Burst (+1d10, roll & keep) Range: S-M, Force: 5, MP: 3, Flair: Long Burst (+2d10, roll & keep)
Batons (x2)(roll 2d10 + TI, keep highest): Pistol (roll 2d10 +TI, keep highest)
Range: C, Force: TI-1, MP: 1 Range: C-S, Force: 4, MP: 1, Flair: Recoil
Light Armor (already represented above, AV: 3), Basic Kit (all the tools a soldiers needs) Light Armor (already represented above, AV: 3), Basic Kit (all the tools a soldiers needs)
Adrian Lombarbi Loyalty: +0 Silvio Sims Loyalty: -2
Megacon: CCC Megacon: CCC
(Reliable Tech) (Reliable Tech)
TI: +1 SP: +2 IS: +2 MP: 3 BP: 3 (AV)PT: (3)3 TI: +2 SP: +1 IS: +2 MP: 3 BP: 3 (AV)PT: (3)3
Certifications/Adcaps: Certifications/Adcaps:
Basic (+1d10) Basic (+1d10, keep highest)
Biotech (+1d10) Social (+1d10)
Knowledgable (+1 when knowing IS half the battle) Charismatic (+1 to be charming)
Weapons & Kit: Weapons & Kit:
Assault Rifle (roll 3d10 + TI, keep two highest): Assault Shotgun (roll 2d10 + TI, keep two highest):
Range: S-M, Force: 5, MP: 2, Flair: Short Burst (+1d10, roll & keep) Range: C-S, Force: 5 (5 at C), MP: 1, Flair: Recoil (2nd shot, MP = 2)
Pistol (roll 2d10 +TI, keep highest) Knife (roll 2d10 +TI, keep highest)
Range: C-S, Force: 4, MP: 1, Flair: Recoil Range: C-S, Force: TI-2, MP: 1, Flair: Throwable
Knife (roll 2d10 +TI, keep highest) Light Armor (already represented above, AV: 3), Basic Kit (all the tools a soldiers
Range: C-S, Force: TI-2, MP: 1, Flair: Throwable needs), Social Kit (Disguises, Fake IDs, the whole shebang), Survival Kit (Camping
Light Armor (already represented above, AV: 3), Basic Kit (all the tools a soldiers stuff, really cool camping stuff)
needs), Biotech Kit (medical bag, basic science kit), Survival Kit (Camping stuff,
really cool camping stuff)
Luca De Contri Loyalty: -1 Zed Kowalski Loyalty: +0
Megacon: CCC Megacon: CCC
(Reliable Tech) (Reliable Tech)
TI: +1 SP: +1 IS: +3 MP: 3 BP: 3 (AV)PT: (3)3 TI: +2 SP: +2 IS: +1 MP: 3 BP: 3 (AV)PT: (3)3
Certifications/Adcaps: Certifications/Adcaps:
Basic (+1d10) Basic (+1d10, keep highest)
HardTech (+1d10) Alternate Combat: Rifle (+1d10)
Observant (+1 to notice things) Agile (+1 Initiative)
Weapons & Kit: Weapons & Kit:
Assault Rifle (roll 3d10 + TI, keep two highest): Sniper Rifle (roll 2d10 + TI, keep highest):
Range: S-M, Force: 5, MP: 2, Flair: Short Burst (+1d10, roll & keep) Range: M-L, Force: 5, MP: 3, Flair: Aim (Treat aiming as one level higher)
Pistol (roll 2d10 +TI, keep highest) Pistol (roll 2d10 +TI, keep highest)
Range: C-S, Force: 4, MP: 1, Flair: Recoil Range: C-S, Force: 4, MP: 1, Flair: Recoil
Knife (roll 2d10 +TI, keep highest) Knife (roll 2d10 +TI, keep highest)
Range: C-S, Force: TI-2, MP: 1, Flair: Throwable Range: C-S, Force: TI-2, MP: 1, Flair: Throwable
Light Armor (already represented above, AV: 3), Basic Kit (all the tools a soldiers Light Armor (already represented above, AV: 3), Basic Kit (all the tools a soldiers needs)
needs), Hard Tech Kit (all the stuff a wirehead and basic hacker needs)
4
MERCS: RPG Beta rules © 2014 MegaCon Games, LLC. MegaCon Games, the MegaCon Games logo, Myth, the Myth logo, MERCS, and the MERCS logo are trademarks or registered trademarks of their respective owner. All rights reserved.