MERCS 2.5 new player guide

How to play MERCS 2.5: a new player's guide

MERCS is a squad-level skirmish miniatures game where small corporate security teams fight over missions in tight, terrain-heavy spaces. This guide walks you from an empty table to your first Operation, in plain words, using the MERCS 2.5 rules.

What MERCS 2.5 is

MERCS was created by Brian Shotton, Keith Lowe and Tom Mason, the founders of MegaCon Games, and it is now published by Fifth Angel Studios. Version 2.5 is an update to the rules, not a restart:

“2.5 is not a new edition of the rules, nor is it a complete rewrite, but rather an evolution of the 2.0 rules system.”MERCS 2.5 rulebook, Introduction

The 2.5 update speeds up play and moves the game to a mission-driven system with more than one way to win. The rulebook is clear about the feel it wants: this is not a game where two sides stand still and trade shots.

“Combat begins and ends with movement. Everyone can shoot; survivors know when to shoot and when to relocate.”MERCS 2.5 rulebook, What You Need

What you need to play

  • MERCS miniatures for your Strike Team, plus an opponent with theirs.
  • Reference Cards for every model you field. They hold each model's stats, weapons and abilities. The rulebook says the cards are updated regularly, are free to download, and that a card's rules win over the book.
  • A Contingency Deck for your MegaCon (more on this below).
  • Ten-sided dice (d10s), one per MERCS. On official MERCS dice the 10 is the helmet icon; on ordinary d10s it is usually the 0.
  • A measuring device and the rules.
  • A small table with lots of terrain. Use about 2 by 2 feet for 3-model teams and 3 by 3 feet for 5-model teams. Buildings, bunkers, hills and walls matter: weapons can fire the length of the table, so terrain is what makes tactics possible.
The one rule to remember: in MERCS, a roll succeeds when it is equal to or higher than the number it needs.

Build your Strike Team

A MERCS Strike Team is five members from a single faction (a MegaCon). Each faction has a set of Archetypes to pick from, such as a Leader, a Medic or a Sniper. There is exactly one restriction:

“A team can field only one of any particular Archetype.”MERCS 2.5 rulebook, Recruitment Phase

There are no other team requirements. You can even play without a Leader. During the Recruitment Phase, players pick their models one at a time, alternating, so you can react to what your opponent takes. The player who did not choose the Mission recruits first.

How to read a Reference Card

Every model's card has a Reference Column of eight stats down the front, listed in the order you use them during a round. Here is what each one means:

StatWhat it doesBetter when
IM, Initiative ModifierMoves your rolled initiative up or down, up to the value shown.Higher
RE, ReactionHow quickly the MERCS reads the fight, and how good it is in Melee Combat.Higher
CR, CourageUsed when the MERCS is under fire and must still act.Lower
MP, Movement PointsHow far the MERCS can move. With a tape measure, each Movement Point is four inches.Higher
BL, BloodHow much damage the model can take before it dies.Higher
AV, Armor ValueHow well its armor protects it, compared against the attacker's Weapon Strength.Higher
AF, Armor FailureAfter a hit, roll this number or higher and the armor holds. AF 0 always fails.Lower
IT, InteractRepairing broken armor, disarming traps, and working objectives or locations.Lower

Why are some stats better when lower? Because every check succeeds on a roll equal to or higher than the stat. A low Courage, Interact or Armor Failure number simply gives you more ways to succeed.

Below the Reference Column is the Kit Area: each weapon's Stat Bar shows its range, number of attacks, firing number, Weapon Strength and Keywords. The back of the card explains the model's Personal Abilities and its Keywords, which apply only when the model uses the gear they are attached to.

The 12 MegaCons

In MERCS, the factions are rival megacorporations, the MegaCons. The rulebook says each one “plays extremely different,” with its own strengths and weaknesses, and every MegaCon has two Corporate Traits: faction-wide rules that apply to every member of its Strike Team.

MegaConUnitsCorporate Traits
CCC10Nanite Armor, Stand and Fight
EIC10Assimilation, Heightened Reflexes
EU10Overt Intel, Tight
GCC11Retained, Judgement
House 410Unpredictable, Cover Me
House 910Reserves, Forward Deployment
ISS11Myrmidon Armor, Unbreakable Bonds
Keizai Waza10Nuclear Armor, Budo
KemVar10Active Camouflage, Ambush
Sefadu10Fearless, On the Run
Texico11Focus Fire, Traps
USCR10Dense, Frozen Ammo

Trait names are as printed on the Corporate Trait cards, and unit counts are the 123 units in the MERCS 2.5 card set, both as carried in MERCS Companion. Pick a MegaCon whose traits match how you like to play, then learn its strengths.

How an Operation plays

A game of MERCS is called an Operation. Each one follows a Mission with its own briefing, objectives, high value targets and Operation Points (OP) for every objective you secure. Setup runs like this:

  1. Pick the Mission. Agree on one, roll off with a d10 (high roll chooses), or roll on the Mission chart.
  2. Set up terrain, following the Mission's layout if it has one.
  3. Draw Contingency cards. Shuffle your deck and set the top card aside face down, unseen. That is your Live Contingency Card; it stays hidden until the round the Mission names. Then draw 6 and discard down to the Mission's number (the Live card counts toward it and cannot be discarded).
  4. Recruit your Strike Teams, alternating one model at a time.

Contingency cards add extra objectives and twists. Every MegaCon's deck is the 19 shared cards plus that faction's own unique card. If a Live Contingency Card can't be completed, it counts as “Bad Intel” and has no effect.

The goal is to achieve your mission parameters before your opponent achieves theirs. MERCS Companion briefs all ten Operations in full, from Operation Shadow Dragon to Operation Jesse James.

Your first game

The rulebook's own advice for learning is the best place to start:

“The most straightforward and the easiest way to learn to play MERCS, is to set up a table and play a few quick games without the Missions, select your Strike Teams as normal and have a brawl.”MERCS 2.5 rulebook, Goal

In a brawl, you win by eliminating the other Strike Team. Once the movement, shooting and armor checks feel natural, move on to your first true Operation and let the Mission decide what winning means.

Questions new players ask

Is MERCS 2.5 a new edition?

No. The rulebook calls 2.5 an evolution of the 2.0 rules, not a new edition or a rewrite. It speeds up play and adds a mission-driven system with several ways to win.

What dice does MERCS use?

Ten-sided dice (d10s), one per MERCS. A roll succeeds when it is equal to or higher than the number it needs.

How many models are in a Strike Team?

Five, all from one MegaCon, with no more than one of any Archetype. The rulebook also gives a table size for smaller games with 3-model teams.

How big should the table be?

About 2 by 2 feet for 3-model teams and 3 by 3 feet for 5-model teams, with plenty of terrain. MERCS is meant to be played up close.

Who makes MERCS?

MERCS 2.5 is published by Fifth Angel Studios. The game was created by Brian Shotton, Keith Lowe and Tom Mason, the founders of MegaCon Games.

Do I need the app to play?

No. MERCS plays with the miniatures, Reference Cards, Contingency Deck and rules. MERCS Companion is the official app that puts every unit, card, Operation and rule on your phone, works with no signal, and adds tools like a Strike Team builder with a live legality check.

Every unit, card and Operation in your pocket

MERCS Companion is the official app for MERCS 2.5: all 12 MegaCons and 123 units, every Contingency card, all ten Operations and the full core rules, offline. No ads, no subscription, pay once.

See everything inside MERCS Companion

Rules described here come from the MERCS 2.5 core rulebook. MERCS™ © Fifth Angel Studios, used under license. MERCS Companion is an official DigiRune Studios app.