Preface:
That's a decades old idea from the time I played the tabletop (my old paper notes are for the timeline after the clan invasion and the prototypes were some sort of demi-OmniMechs with a mixture of fixed equipment and pre-configured torso modules of a certain weight class that could be exchanged to adapt the Mechs for different environments). I imagine this could be fun as a new campaign as it is a different story frame compared to a campaign working for a powerful employer like a noble and at the same time fits for a mercenary company.
Idea in one sentence:
Player mercenary company gets hired as test pilots for prototype Mechs by a small engineering company.
Background:
Although there are only a few Mech production enterprises left in 3025 there are some engineering companies out there tweaking existing designs (An example at a later date in the timeline would be 'Battle Magic'. An example for a mercenary group testing a new Mech design would be the Kell Hounds with the Wolfhound).
So...how about one of these companies founded by expert techs being able to get access to a limited supply of fusion reactors of a certain type (let's say a 200 engine rating) and starting their own business. Of course it would be prohibitively expensive to design a completely new Mech, but what about taking a tried and true design, strengthening the structure a bit, exchanging the fusion reactor (the most expensive single part of a Mech) and then experiment with different loadouts?
Restrictions to the 'new' machines to lessen trouble with lore:
-Same weight or 5 t more than original design.
-based on a Mech that is common in the Inner Sphere (as the company has to be able to get the Mech before tweaking it)
Examples (for the aforementioned 200 engine):
25t Locust (same speed as 20t base model)
40t Panther (a bit higher speed and jump range than the 35t base model)
50t Vindicator (same speed and jump range as 45t base model)
Prototype problems:
As these are prototypes there could be all sorts of problems (especially at the beginning) like malfunctions, excessive heat buildup, brittle armor,...
Possible campaign story elements:
-sub campaigns for each of the 'new' Mechs with different loadouts and less and less malfunctions as the design matures
-possible sabotage or even theft events/missions as others want to get their hand on the prototypes or at least make sure the new company doesn't flourish. Maybe a prototype could indeed get lost and the player company has to track down the thief, reclaim the machine(s) and track down the employer of the thief
-sub campaigns with minor/major powers who want to see the 'new' designs in action themselves and not only in promotional material
-your employer wants you to bring parts for a certain Mech type they want to tweak or simply need as supply to run their Mech modification business
Maybe you (or even a dev ) like this setting. Hope you enjoyed reading it.
Edit: I christened this company MEC - Military Equipment Corporation
That's a decades old idea from the time I played the tabletop (my old paper notes are for the timeline after the clan invasion and the prototypes were some sort of demi-OmniMechs with a mixture of fixed equipment and pre-configured torso modules of a certain weight class that could be exchanged to adapt the Mechs for different environments). I imagine this could be fun as a new campaign as it is a different story frame compared to a campaign working for a powerful employer like a noble and at the same time fits for a mercenary company.
Idea in one sentence:
Player mercenary company gets hired as test pilots for prototype Mechs by a small engineering company.
Background:
Although there are only a few Mech production enterprises left in 3025 there are some engineering companies out there tweaking existing designs (An example at a later date in the timeline would be 'Battle Magic'. An example for a mercenary group testing a new Mech design would be the Kell Hounds with the Wolfhound).
So...how about one of these companies founded by expert techs being able to get access to a limited supply of fusion reactors of a certain type (let's say a 200 engine rating) and starting their own business. Of course it would be prohibitively expensive to design a completely new Mech, but what about taking a tried and true design, strengthening the structure a bit, exchanging the fusion reactor (the most expensive single part of a Mech) and then experiment with different loadouts?
Restrictions to the 'new' machines to lessen trouble with lore:
-Same weight or 5 t more than original design.
-based on a Mech that is common in the Inner Sphere (as the company has to be able to get the Mech before tweaking it)
Examples (for the aforementioned 200 engine):
25t Locust (same speed as 20t base model)
40t Panther (a bit higher speed and jump range than the 35t base model)
50t Vindicator (same speed and jump range as 45t base model)
Prototype problems:
As these are prototypes there could be all sorts of problems (especially at the beginning) like malfunctions, excessive heat buildup, brittle armor,...
Possible campaign story elements:
-sub campaigns for each of the 'new' Mechs with different loadouts and less and less malfunctions as the design matures
-possible sabotage or even theft events/missions as others want to get their hand on the prototypes or at least make sure the new company doesn't flourish. Maybe a prototype could indeed get lost and the player company has to track down the thief, reclaim the machine(s) and track down the employer of the thief
-sub campaigns with minor/major powers who want to see the 'new' designs in action themselves and not only in promotional material
-your employer wants you to bring parts for a certain Mech type they want to tweak or simply need as supply to run their Mech modification business
Maybe you (or even a dev ) like this setting. Hope you enjoyed reading it.
Edit: I christened this company MEC - Military Equipment Corporation
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