GM Start Guide

"In battle, speed is life. You go slow, you die." - Sergeant 'Deadeye' Unther, Hansen's Roughriders

We all have to start somewhere...

The intent of this page is to offer starting guidelines to enhancing your MW5 Co-op experience. While GM's should always balance additional rules with what is practical for their players, one should feel free to get creative when it is reasonably possible.

An optional Save Editor is available to adjust starting Mechs and pilot character stats, or you can leave it up to a bit of chance with 330's Pilot Overhaul mod... or do both! Here are some easy starting scenarios to enhance your next Co-op campaign.

Basic Starting Guidelines

  • The easiest way to create new Co-op campaigns is by simply starting a new "Career" mode. This will randomly assign you some starting pilots as well as Mechs based on your starting location.

  • Since Mason/the Commander gets an unfair advantage in starting stats, it is recommended to:
    a) hold them in reserve as a "back up" pilot (requires 330's Pilot Overhaul mod).
    -or-
    b) use the Save Editor to match their stats with that of other characters.

  • Players may agree to one of the default starting scenarios listed in New Career or may create a custom start using the Save Editor listed below. Some custom scenarios have been listed below.

Starting Skills & Skill Caps

Skill Caps can be checked in the Barracks tab:

  • The GM should specify at the start of a campaign how starting skills and skill caps are handled.

  • You can allow Skills Caps to be raised organically using 330's Pilot Overhaul mod or...

  • You can customize any starting character stats using the MW5 community Save Editor.

  • If using the Save Editor, It is recommended that adjusting skills should be a 1-and-done process handled only immediately after a player has hired/created a new character.
    + IMPORTANT:
    Skill caps for each skill should NEVER exceed 10!
    + IMPORTANT: Two skills ("Gunnery" & "Piloting") are hidden/unused and should be left blank.
    + Recommend
    ed: set each skill cap to 10 (for a total of 60); Max Potential sets this automatically.

  • Starting Skill XP can be determined by players or by dice rolls (see below for details).

  • (OPTIONAL) For more advanced customization, Players may opt to start with skill caps that are unoptimized or randomized with dice rolls (see below for randomization table). There are additional rules for increasing Skill Caps by spending RP (see Advanced Rules under Campaign Rules), but note that any changes must be done manually using the Save Editor each time.

Scenario #1: Defense Contractors

Background Fluff:

Through legal or other means, you finally managed to cobble together a Lance of functional Mechs. You are well connected and have started with credits to spare for upgrades or better gear when the opportunity comes.

Starting Faction: Any
------------------------------
Available Starting Lance:
(any combination of FOUR)

  • Locust 1E, 1M, 1V, 3V

  • Commando 1B, 1D, 2D, 3A

  • Spider 5D, 5K, 5V

  • Cicada 2A, 2B

Starting Stats:

  • High Starting Budget
    (4.5 million C-bills)

  • 4 pilots (+ Commander)

  • 60 Skill Point Cap

  • 2100 XP per pilot

  • Players choose what Skills to put starting XP into.

Scenario #2: Privateers

Background Fluff:

You've done some very unsavory work in the past and have little to show for it besides your trusty BattleMechs. You might be almost broke, but you command some solid firepower. All you need now is a better contract.

Starting Faction: Any
------------------------------

Available Starting Lance:
(any combination of FOUR)

  • Javelin 10N

  • UrbanMech R60, R60L

  • Firestarter A, H, K

  • Panther 8Z, 9R

  • Wolfhound 1B (if post-3028)

Starting Budget & Pilot Skill:

  • Low Starting Budget
    (500k C-bills)

  • 4 pilots (+ Commander)

  • 60 Skill Point Cap

  • 2100 XP per pilot

  • Players choose what Skills to put starting XP into.

Scenario #3: Ex-Military Operatives

Background Fluff:

You may have been honorably discharged or simply deserted, but you are done fighting for country and kin. Now you fight for yourself and you have the means and the money to do so.

Starting Faction: Any
------------------------------
Available Starting Lance:
(any combination of FOUR)

  • Javelin 10F

  • Jenner D, F

  • Assassin 101, 21

  • Cicada 3C

  • Wolfhound 1A (if post-3028)

Starting Stats:

  • Average Starting Budget
    (2.5 million C-bills)

  • 4 pilots (+ Commander)

  • 60 Skill Point Cap

  • 2100 XP per pilot

  • Players choose what Skills to put starting XP into.

Additional Scenario Options

"Silver Spoon Soldiers" Start:

Start only with 5 Mechwarriors and 16 million C-bills. All gear must be acquired in game at the closest Industrial Hub. Starting pilot Skills can be determined as normal or by random skill rolls.

Randomized Scenario Start:

Roll 1D6 twice to determine both Lance and budget:

  • 1 or 2 = Scenario 1

  • 3 or 4 = Scenario 2

  • 5 or 6 = Scenario 3

Randomized Starting XP per pilot:

Each Player rolls 2d6 and multiplies the result by 300.
(ex. rolled 7 (x 300) = 2100 XP)

Player(s) can distribute their XP as normal using the Save Editor.

Randomized Starting Skill Caps:

Each Player rolls 1D6 for each Skill (6 in total) to determine starting caps for each Skill. Each Player may make one re-roll of a single stat and they may keep the best result of the two.