The upcoming Turn-Based Tactics 'mech game by Harebrained Schemes set in the year 3025 of the eponymous universe, in-between the third and Fourth Succession Wars, putting you in the control of the start-up mercenary group working out in the Periphery.The game was funded through Kickstarter, reaching all goals with the total of $2,865,422, including PayPal.The game is expected to come out in 2018 and is to be published by Paradox Interactive.
This game promises to contain examples of:
- Alliance Meter: Your standing with the Great Houses. Don't expect, for example, to safely work for House Liao after working against them under House Davion's employ.
- Combatant Cooldown System: The Turn-Order system, which consists of five phases: Light Mechs piloted by very skilled Mechwarriors > Light Mechs > Medium Mechs > Heavy Mechs > Assault Mechs. Within the phase, "I Go, You Go" is used along with the One Activation per Phase. Also, mechs lighter than Assault can be reserved for later use in later phases.
- Cool Starship: The Argo, first (and at this point, only) example of the Argo-class JumpShip, intended to be a mobile base for your mercenaries. It's got three rotating habitation modules that fold in when it's going to accelerate, room for 57,000 tons of cargo, three docking collars allowing it to deploy an entire company of 'Mechs at once from attached Leopard-class DropShips, and extensive hydroponic gardens allowing it to operate for months at a time without resupply. The devs have indicated that the Argo will be an important part of the campaign's narrative, and won't have simply been bought or salvaged.
- Design-It-Yourself Equipment: Mech customization, though it is limited to what was possible in 3025.
- Fragile Speedster: Light Mechs, and due to how the initiative works they can take advantage of their speed in a pseudo-Extra Turn fashion.
- Good Old Fisticuffs: Mechs can slug it out with each other like in the tabletop game. Furthermore, a new feature to melee is that your mechwarriors can now follow up a successful melee attack with a barrage of light ranged weapons of machine guns, flamers and light lasers at no additional cost except for heat and ammo.
- Hufflepuff House: The section of the Periphery the game takes place in was selected as the narrative setting because the amount of lore that had been written about it across the franchise's long history was sparse, only covering it in Broad Strokes while being touched on but not currently dominated by many other major powers from the setting. This made it an ideal place to craft an original campaign narrative within its own particular regional politics and history.
- Karma Meter: Your reputation and reliability, (most likely) in the form of your Com Star Mercenary Review Board rating (which indicates how reliable you are on contracts, not how 'respectable' your missions are). Not everybody wants to hire a nobody, or a known contract breaker. Equally, you have one with each possible employer, showing how much they, personally, trust you.
- Mythology Gag: When starting a mission, a female announcer will say "Commencing deployment. MechWarriors, prepare for combat." Just like in Mech Commander.
- Player Headquarters: An old Star League-era exploratory super-dropship that definitely seen better days. Over the course of the game you can restore and upgrade it.
- Private Military Contractors: Who you play as. You will encounter other mercenary groups during your career.
- Sensor Suspense: If a unit's within your Mechs' sensor range, but you don't have visual contact, it's depicted as a blip with information on what type of unit and how heavy it is.
- Skill Scores and Perks: While RPG elements will not be as extensive as in HBS' Shadowrun games, pilots will have skills and/or perks tailored to specific 'Mech weight classes.
- Turn-Based Tactics: Like the tabletop game it is based upon, though unlike the defunct Tactics game, it will not be a complete copypaste of TT rules.