Bandits calling themselves freedom fighters have kidnapped an oil company engineer. They want four million in ransom, and the guy's relatives are poor as churchmice. The goons figure the engineer is so valuable the oil company will pay to get him back, but they're wrong on two counts.
The company is only paying one million.
And they're paying it to us.
Merc: 2000 is a game of daring night raids on enemy camps. Audacious hostage rescues, and tense industrial sabotage missions in exotic foreign locales. It is an alternate world situation for use with Twilight: 2000, GDW's roleplaying game of survival in a devastated world. In Merc: 2000, the world did not blow itself up. The old bi-polar superpower conflict is gone, replaced by a mulitpower competition. What armies remain are kept purely for internal security at reduced levels. When a war becomes necessary, a country (or company) will hire independent contractors ÃƒÂ¢Ã¢â€šÂ¬Ã¢â‚¬Å“ mercenaries ÃƒÂ¢Ã¢â€šÂ¬Ã¢â‚¬Å“ to conduct it.
Using Twilight: 2000 rules as a base, Merc: 2000 enables players and referees to recreate modern close combat in a number of environments. Merc: 2000 includes a new chronology of the events of the decade between 1990 and 2000, plus new rules, equipment, vehicles, weapons, and career path (counterterrorist). It also contains five ready-to-play scenarios and suggestions for scenario creation and campaign organization. Everything is fully compatible with the Twilight: 2000 rules system, and characters can be used interchangeably.