DP9-051

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Back Cover Blurb

Natalya Korolov spun the pen round her fingers as she thought. Opportunities like this were few and far between. It was too late to stop the chaos her erstwhile ally had already wrought when he chose to strike off on his own, including this Mamoud- forsaken war, but she could limit future damage. He was a fool if he thought his newfound friends in Valeria could protect him. It was a delicious irony that the emergency powers that ensured his continued tenure would soon strengthen her position.

“You’re right, chief. This is too good to pass up; but I want to maintain plausible deniability.” She traced a line on the map before her, crossing the Downing Range somewhere north of Ashington. “I hope the Treasurer has a pleasant flight.”

Anton Rozam, her security chief, nodded. “Yes ma’am.” He thought for a moment. “Of course the Grand Marshal will be unhappy with Director, sorry, Treasurer Davi for allowing Republican aircraft so far into Mercantile territory.”

A thin smile crept onto Korolov’s lips before her comm-line buzzed. “Yves Banderas on the line for you, ma’am.”

Terra Nova is engulfed in war and the United Mercantile Federation is, quite literally, looking to profit from the situation. The dominant economic power of the CNCS is using the conflict to make itself wealthy; Mercantile factories churn out equipment to replace that lost on the battlefield while the league’s corporations use the chaos to crush their rivals. Meanwhile, the balance of power has tipped, allowing shadowy organizations to influence the war effort against the league’s enemies.

Beneath the league’s cosmopolitan veneer lies a ruthless heart that seeks to dominate allies and enemies alike. All’s fair in love and war, and in the UMF, business is war. This sourcebook includes:

• A complete history of the United Mercantile Federation

• Information on the league’s unique government and the role of corporations

• Details of Swanscombe Jerusalemism

• Information on underworld groups like the Forzi Cartel and Zagreb’s Rodinist terrorists.

• Full write-ups and maps for all eleven Mercantile city-states.

• Sample campaign set-ups

• New character archetypes

• New equipment

Table of Contents

CHAPTER 1: INTRODUCTION 
  1.1 PROFIT MOTIVE 
    1.1.1 CONTENTS 
    
CHAPTER 2: LEAGUE OVERVIEW 
  2.1 GEOGRAPHY 
    2.1.1 DESERT AND PLAINS 
    2.1.2 MOUNTAINS AND LAKES 
    2.1.3 THE HIGH ARCTIC 
  2.2 UNITED MERCANTILE FEDERATION HISTORY 
    2.2.1 RISE AND FALL OF THE LYONNESSE LEAGUE 
    2.2.2 BEAR MARKETS 
    2.2.3 ECONOMICS OF ALLIANCE 
    2.2.4 THE WAR OF ALLIANCE AND BEYOND 
    2.2.5 THE INTERPOLAR WAR 
  2.3 ECONOMICS 
    2.3.1 NATURAL RESOURCES
    2.3.2 MANUFACTURING AND SERVICE INDUSTRIES 
    2.3.3 INTERNATIONAL TRADE
    
CHAPTER 3: INTERNATIONAL POLITICS 
  3.1 CAPITALISTIC DEMOCRACY 
    3.1.1 THE CAUCUS 
    3.1.2 THE BUREAUCRACY
    3.1.3 CITY GOVERNMENTS
    3.1.4 THE SHADOW GOVERNMENT 
  3.2 INFLUENTIAL GROUPS 
    3.2.1 THE UNITED MERCANTILE FEDERATION ARMY (UMFA) 
    3.2.2 THE CORPORATE COUNCIL 
    3.2.3 THE REVISIONIST CHURCH
    3.2.4 THE FORZI CARTEL
  3.3 REGIONAL GROUPS OF INFLUENCE
    3.3.1 THE ASHINGTON MONARCHY 
    3.3.2 THE RODINISTS 
    3.3.3 THE SWANSCOMBE JERUSALEMITE CHURCH
    
CHAPTER 4: FOREIGN RELATIONS
  4.1 THE NORTH 
    4.1.1 THE WESTERN FRONTIER PROTECTORATE 
    4.1.2 THE NORTHERN LIGHTS CONFEDERACY 
  4.2 THE SOUTH 
    4.2.1 THE SOUTHERN REPUBLIC 
    4.2.2 THE MEKONG DOMINION 
    4.2.3 THE HUMANIST ALLIANCE 
    4.2.4 THE EASTERN SUNS EMIRATES 
  4.3 THE BADLANDS 
    4.3.1 PEACE RIVER & PAXTON ARMS 
    4.3.2 PORT ARTHUR AND THE NUCOAL 
    4.3.3 THE NEW HUMAN REPUBLIC 
    
CHAPTER 5: REGIONS OF THE UMF 
  5.1 MERCANTILE REGIONAL DEVELOPMENT 
  5.2 ASHINGTON
  5.3 BATON ROUGE
  5.4 CANTERBURY 
  5.5 DJAKARTA POINT 
  5.6 LYONNESSE
  5.7 MAINZ
  5.8 MARATHON 
  5.9 PIONEER
  5.10 RAPID CITY 
  5.11 SWANSCOMBE 
  5.12 ZAGREB 
    
CHAPTER 6: CULTURE AND SOCIETY 
  6.1 NATIONAL CHARACTER 
  6.2 CUSTOMS 
    6.2.1 FAMILY
    6.2.2 PREJUDICE 
    6.2.3 RELIGION 
    6.2.4 JUSTICE 
  6.3 LIFESTYLE 
    6.3.1 LANGUAGE 
    6.3.2 EDUCATION 
    6.3.3 RESIDENCE
    6.3.4 RITES
    6.3.5 FOOD AND DRINK 
    6.3.6 FASHION 
  6.4 ARTS AND ENTERTAINMENT
    6.4.1 MASS MEDIA 
    6.4.2 FINE ARTS 
    6.4.3 MUSIC 
    6.4.4 ARCHITECTURE 
    6.4.5 SPORTS
  6.5 TECHNOLOGY 
    
CHAPTER 7: GAMEMASTER RESOURCES
  7.1 DESIGNING A MERCANTILE CHARACTER 
    7.1.1 CONCEPT, BACKGROUND AND SUB-PLOTS 
    7.1.2 ATTRIBUTES AND SKILLS 
  7.2 EQUIPMENT 
    7.2.1 WEAPONS
    7.2.2 CORPORATE PERSONNEL 
    7.2.3 THRILL SEEKERS 
  7.3 MERCANTILE CAMPAIGNS 
    7.3.1 OURSELVES ALONE
    7.3.2 CORPORATE WAR 
    7.3.3 NOBLESSE OBLIGE 
  7.4 STOCK NPCS AND PERSONALITIES 
    
INDEX