New Career - Mercenary Operations

phild

Mongoose
I finally picked up a copy of Mercenary on Friday, and it became apparent to me pretty early on that there's a glaring gap in the mercenary careers. A unit needs a wide variety of skills to keep function, including Admin and Broker to negotiate tickets, and some vehicle and technical skills to keep the show on the road. But, with a few exceptions, these skills simply aren't available to the average mercenary crew.

Mercenary Operations fills this gap. Not every unit can afford to spend significant sums on a highly skilled support function, but those who can reap the benefits. Fixers are busy before the action starts, negotiating preferential rates for the next ticket, ensuring that any legal or political difficulties are avoided, and then making sure that the ticket is completed to the very letter. Logistics are responsible for planning the drop, getting supplies in place and ensuring that everything and everyone stays at peak operational readiness. TacCommand support the formal chain of command, with remote tactical guidance and electronic warfare capabilities from mobile surveillance units or orbital "eyes in the sky".

MercOps - the brains behind the brawn.

Now, would anyone care to host my pdf so I can post the link here? :roll:
 
p.s. I posted it on the yahoo MGT-aids group, apologies for anyone who's not a member and therefore can't see it.

http://games.groups.yahoo.com/group/MGT-Aids/files
 
phild said:
AndrewW said:
Lacks a Mustering-out benefits table. Looks good otherwise.

Er, no it doesn't! It's there - in the same place they are for all the other careers!!

Ok, guess I shouldn't have been listening to someone else. It is there...
 
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