About this project
MERCS: Recon is a fully cooperative, stand-alone game set in the exciting MERCS world. Players infiltrate an opposing MegaCon location, fight through crowded hallways, capture and interrogate employees, find mission objectives, and secure the package.
The year is 2184, many decades ago nations merged with corporations to form giant mega-conglomerates called MegaCons. Nations were dissolved and the military folded into the company. These elite military and counter-security units have been given the acronym MERCS. They represent the tip of the spear. They are involved in everything from internal MegaCon security to reconnaissance and clandestine operations.
Located in the upper eastern portion of the North American continent, the CCC specialize in cheap, nanite-infused, custom-form metal manufacturing.
EU, Inc. represents the entirety of old Europe. EU power comes from their location and their long-held control of the world's trade centers.
Located in South America, KemVar technology handles 85% of the world's power needs. Their steep rise in power comes in no small part to their willingness to gamble on experimental technologies.
The scope of Keizai Waza's influence is hard to measure. Encompassing old Japan, Australia, and all islands in-between, Waza has mastered the art of corporate espionage.
Players control their MERCS using the player board. The player board tracks command points, actions, and health. It also informs the player of what type of attacks his character can perform.
The office where the game takes place is created using double-sided modular boards. The modular nature of the game board lends itself to dozens of different floor-plans providing a new experience every time.
The tight corridors of the office deliver incredible tension. By the time the MERCS get to the end of a mission there is still a lot at stake and the results are very much up in the air.
Recon is a fully cooperative game. No one is forced to play the enemy. The game is designed around simple choices. From the agent movement to the appearance of the oppositional force (OPFOR), players are left wondering what to expect next. The AI is aggressive and MERCS must work as a tight cohesive unit in order to accomplish the objectives.
The OPFOR comes at the players from all sides. They are unrelenting; they do not stop. The players must stay focused and make careful decisions. Yet the players can't turtle and creep, because with each passing moment the office becomes more and more dangerous.
Recon feels claustrophobic. The MERCS have to react to an ever-changing landscape. Recon has a building damage mechanic in the form of collateral damage discs. These discs alter the environment forcing the MERCS to change their plans on the fly.
As the MERCS damage the building, kill security forces, capture employees, and complete objectives, the security level in the office increases. Suddenly, the security forces are better armored and equipped. They begin appearing from everywhere: busting through the windows and the stairs.
When the MERCS finally reach the primary objective, Recon pulls out all the stops and the MERCS enter a breach and clear event. Breach and clear actions are super exciting as we’ll show in future videos.
In the end, a game of MERCS: Recon can be played in an hour. It moves quickly and is very exciting.
As always, MERCS miniatures are highly detailed, dynamic models. Recon miniatures are designed to cross over and be played with the existing MERCS tabletop models. This means they will be equally detailed with cool posing and uniform scaling.
Recon miniatures are made of hobby-level plastic. This plastic is dense and hard. It holds detail extremely well.
MERCS: Recon offers an exciting, tension-filled game in tight corridors with cool new mechanics and dynamic miniatures. It is easy to setup and highly replayable. From the player’s first steps into the office to the taut finale, each game offers something new and unexpected.
Welcome to the cause!
Click on the link below to download the Recon game rules. The rules are still in beta and the layout is very rough, but you can read the rules and get a feel for the layout. There are few images and many of the diagrams are missing, and the text has NOT been edited. If you are unfamiliar with non-final layout, the abbreviation "FPO" means the image underneath is for placement only and not indicative of the finished product.
As with Myth, there will be an opportunity for backers to provide feedback.
Player Board Video
Gameplay Video A Part 1
Gameplay Video A Part 2
Gameplay Video A Part 3
Gameplay Video B Part 1
Gameplay Video B Part 2
Conflict is a dice game set in the world of MERCS. In Conflict, each player takes the helm of a mega-corporation. Players attack and manipulate their opponents through political prowess, cunning espionage, economic acumen, and military might. Rolling the dice and executing unique abilities is only one way to defeat your opponents. In the end, the last MegaCon standing will receive all the glory.
MERCS: Conflict Setup
MERCS: Conflict Gameplay
For more information on MERCS: Conflict go to www.megacongames.com.
MERCS Tabletop 2nd Edition
The second edition rulebook for the MERCS tabletop miniatures game features a revised and expanded rules set, background and stats for all twelve factions, scenarios, and campaign generator. This stunning hard cover book is over 400 pages.
For more information on the tabletop game go to www.megacongames.com.
Who We Are
Keith Lowe – Artist
I've been at the helm of the visuals for MERCS since the beginning. I've always tried to infuse a sense of action and energy into the concept art. I think you'll agree the sculpts do an amazing job of capturing this feeling.
I've enjoyed revisiting the MERCS brand and giving it a fresh look. I hope you enjoy it as much as I have.
Brian Shotton – Game Design
From the very first days of MERCS, I wanted to make this game. I really dig Recon: the speed, the tension, the end game. I hope this game gives players an entry into the awesome world of MERCS.
I have been in and around hobby gaming for most of my life. I have designed numerous games, including MERCS and Myth.
Tom Mason - Sculptor
I sculpted the first MERCS. It seems like such a long time ago. It is hard to believe how far we have come. I have been involved throughout the process from the beginning, having sculpted many of the MERCS factions and several of the Myth figures (including Marcus the Ready and the Torchbearer).
I now work full time with MegaCon Games and I can't wait for you to see what we have in store for you with MERCS: Recon.
To all of our family and friends who have supported us. Thanks to Chris Doughman for his outstanding design work on this project. Once again, the intro video would not be possible without the dulcet tone of the sexy Jeff Weissenberger and the superlative skills of Justin Lucas.
To new and old backers, here we go again. Ready for another exciting ride?
Risks and challenges
We've done a Kickstarter. It was called Myth and it was very successful. It is being fulfilled now, two months after the promised ship date. Not ideal, but pretty good by KS standards. We aim to do better with Recon.
We have expanded our group over the last year and have people on unique staff to handle fulfillment and the Recon KS. This new KS is even further along than the last one and we are much more ready to deal with the potential success. We really didn't know what to expect with Myth. It ended up being much larger than we could have foreseen and we were still able to get it in and shipping. We have waited to launch Recon because we wanted to get a KS under our belt so backers can be confident that we deliver our Kickstarters. Through the entire process of the KS (pledging, production, and fulfillment) we communicate.
Through MERCS and Myth we have produced miniatures, dice, books, cards, maps, and counters. From past experience, anytime we've dealt with sculptors, printing, and production in terms of timing, things can arise. We have successfully delivered multiple products produced in China, as well as dice produced in the UK. We understand that when it comes to anything produced overseas, delays can happen, especially with shipping and customs delays. Luckily, we have multiple people on the ground in China that shepherd our stuff from place-to-place and keep us updated in terms of where things are.
We've done our best to minimize unknowns as much as a company can, and we are always happy to refund pledges if for some totally unforeseen reason the game can't be delivered at all. Since the base game is almost complete already, we don't believe this is the least bit likely.
Any MERCS player or Myth backer will tell you that our rapport with our communities is one of our strengths. We put out a lot of updates and communicate things as they happen. We'll communicate all pieces and parts through the Kickstarter update tab as well as our own forums (www.megacongames.com), and BGG.
If this KS grows as large as Myth, the additional sculpts and stretch goals offer challenges and can delay pieces and parts, but in such a case, we'll ship the order in two parts when we can.Learn about accountability on Kickstarter
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