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Front Cover
Back cover of the 2005 FanPro Edition.

Classic BattleTech: Mercenaries Supplemental II (2005)

Players
2–6
Playing time
120–120 min
Age
14+
8.00
Average rating
8
Ratings
4.00/5
Weight
Designer:Randall N. Bills, Herbert A. Beas II, Kevin Killiany, David L. McCulloch, Paul Sjardijn, Ken Horner, Nick Marsala, Peter Smith, Andreas Zuber, Camille Klein
Artist:Michelle Duval, Randall N. Bills, Bradley McDevitt, Des Hanley, Chris Lewis, Ron Smith, Michaela Eaves, David M. Stansel-Garner, Ray Arrastia
Publisher:Fanpro
Average rating, ratings count, weight and rank are sourced from BoardGameGeek (BGG).
Game DNA
  • This game: Strategy 10, Luck 10, Interaction 5, Complexity 8, Theme 9
Strategy10.0
Luck10.0
Interaction5.0
Complexity8.0
Theme9.0

This game's strategy, luck, interaction, complexity and theme.

Science FictionWargameExpansion for Base-gameFightingMiniaturesVariable Player PowersHexagon GridRole PlayingDice Rolling

Overview

Pirate or Merc?

Kell Hounds. Northwind Highlanders. Blue Star Irregulars. Literally a thousand and one mercenary units populate the Inner Sphere, yet these are the house hold names that captivate common man. But for every top, there is a bottom. Gray's Ghosts. Kraken Unleashed. Vinson's Vigilantes. Some call them 'pirates,' others 'down-on-their-luck,' and others 'salvation' when the job's small enough and the pay's just right. But for these hard-boiled warriors, life isn't cheap. Life hardly exists at all!

A companion volume to Classic BattleTech Field Manual Mercenaries, Revised and Mercenaries Supplemental, Mercenaries Supplemental II delves into the dregs of the mercenary world, allowing players to use these unique mercenaries in their Classic BattleTech campaigns. Additional rules for mercenary creation include non-BattleMech Unit Tech Levels, special renegade and freelancer mercenary paths, as well as rules for playing mercenaries in different BattleTech eras, from the Star League, to the Succession Wars, to the present.

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