This DLC would have a time line start of 3026, and would be a small story DLC based around starting up the mercenary faction in full. unlike other DLCs wouldn't have a time line limit can be done at any point.
DLC start
The DLC starts with an offer, 10m c-bills, and a union drop ship. An offer way to good to be true. Accepting it patches you in with a "friend of your father." who wants one thing, the complete destruction of another mercenary group.
The reason, they have stolen many pieces of equipment from the wreckage of your fathers outposts. this gives a mission location with a difficulty 45 2 mission objective.
The first mission in the set is a Destruction mission that has you destroying 3 mercenary outposts, yes this is a full destruction mission with 3 objectives instead of one. On this mission you are given your first hint of what is to come with 4 scorpion tanks, and 2 manticor tanks following you. the mission mostly has you fighting medium mechs.
the second one is an assassinate, where you take out the leader who is in a hero Cyclops, said leader will call in aero space fighters to bomb you, so take him out quickly.
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upon completing the first mission you are given the union, and told by the contact he will be messaging you later for follow up when he finds more of the mercenary group.
The union unlocks the following command options. and the following store options (vehicles)
Secondary lance
vtol bay
Secondary lance
on any mission you can deploy a second lance though the weight limits still apply, max mission weight limit is moved to 600 to compensate for this.
vtol bay
vtols are purchased from a vehicle tab, and can be deployed on any none arena, warzone, or dual mission (see other adds bellow) you can have upto 6 vtols per mission. has an active section, and a storage section.
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Mission two (comes 2 years later.)
Your contact comes in and states he found 3 locations the mercenary unit is using for fortified bases. he wants you to pick one and take it over, he will inform the houses controlling the locations of the other two.
This gives you a liao, Kerita, or free worlds, base location you pick which one you want to follow.
Once picked you go to the planet for a 3 mission set chain to take it over.
The first mission is a base assault mission (see bellow in missions), the second is a battlefield, and the third is a salvage (see missions bellow)
reward
4x random medium mechs.
new command options
third lance
ground vehicle bay
battle armor bay
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third lance: max tonnage on missions goes up to 800, can drop 3 lances of active mechs. active storage gains 4 more rows. The third lance is dropped in via your leopard, and is manually dropped.
ground vehicle bay: allows you to deploy upto 8 ground vehicles these will deploy before your mechs in a mission. (like vtol bay has an active section and a storage section)
battle armor bay
info: allows deploying of 8 battle armor soldiers, these will either deploy in squads of 4 in APCs or can be air dropped via drop pods in groups of 4. either way you can have 8 active at a time, are bought via vehicles in groups of 4 (you are buying squads of them including their pilots.)
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Final mission
Head of the snake: your contact has found the leader of mercenary unit, he wants to finish this.
this mission has you heading to a manufacturing hub for an arena mission. he says he just wants a one on one fight in an arena. the tonnage is set to 55, and like with arena missions you can't bring any of your support.
When you enter the fight he breaks out of hte light door in an Atlas armed with a crap ton of rocket launchers and 4 m lasers. supporting him are 4 urban mechs (jump the walls), and 6 Nightshades (vtol fly over them).
you will be given a 3 minute survive timer, as your leopard makes its way to cover you. dropping in 4 random mechs with random pilots and going into a unique combat mode.
Taking him out and surviving the mission unlocks the final command options.
Leopard air support
aerospace bombers
aerospace fighters
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Leopard airsupport
costs 500,000 c-bills to deploy, calls in your leopard to provide heavy air support. it will deploy 4 random mechs (upto 200 tons) and then provide cover fire with its weapons. you can not call it in on any mission that you have called in the 3rd lance.
Aerospace bombers
info: deploy bombing runs with only a reload time limit, but at a cost, each run costs 100,000 C-bills when not supplied by employer.
aerospace fighters
info: calls in 2 fighters to screen the air taking out any vtols that are flying over, and engaging enemy aerospace fighters. While this is free to do, they can only remain above for 3 minutes at a time before returning to base for a 5 minute cool down. (more useful on longer missions)
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other features.
New vehicles
with the player getting access toe vehicles several new ones are added.
Nightshade(vtol) weakly armed and armored EW Vtol. AC/tag version is more common though.
Karnov(vtol) a supply vtol which only carries front facing MGS, has an ac20 version, and thumper(if that weapon ever comes to mw5) version.
Vargr (APC): comes in two versions, both are abile to deploy battle armor. when used by the player player battle armor will start in them, when used by enemy there is a chance for them to deploy battle armor.
Hetzer (wheeled tank): because why not
technical (wheeled combat vehicle): deploys 2 for every 1 vehicle space, though is extremely weak and only has one weapon. (its a truck with a gun)
Riverjack (wheeled combat vehicle) stronger technical same roles, has an rotary machine gun by default.(really fast firing MG)
Mobile HQ (none player, 80ton vehicle): The objective in base assault is to destroy one of these, has 4 AMS systems, remote mine deployers, drone deployers, 50 tons of armor and one M laser on a turret. (see new weapons for those new weapons)
Gallant (Heavy vehicle): takes 4 vehicle slots, big boy. (the second largest is the shriek which takes 2)
Battle armor types (note this shows per unit equipment each squad has 4)
jump armor IS (has jump jets, S laser, and 1 shot SRMS)
Jump armor CLAN (has jump jets, SP laser, and 1 shot SSRM)
artillery armor IS (only 2 units per squad, has a mech mortar, s-laser, and battle claw.)
Artillery armor Clan (only 3 units per squad, has a ATM 1, S laser, and battle claw.)
Incenerator IS (lacks the jump jets of all others,instead runs really fast has duel flamethrowers)
Incenerator Clan (carbon copy of IS)
Emplacement crew (deploys mines, is armed with infantry MG)
Quad Armor (a quad battle armor, armed with an MG turret. runs around no jump jets)
Drone crew clan (deploys FPV drones that can hit any detected enemies within 800m of them)
Spotter crew IS (deploys FPV drones armed with tags.battle armor has MGs)
Capture crew (battle claw, and c4 equipped, breach and disables tanks for capture.[tanks destroyed by them are added to salvage pool])
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WEAPONS
note: if ammo swaping is not going ot be a thing, the remote mine and drone deployers would have several types.
Mech mortar: comes in 1/2/4/8 fires said amount of shells, takes AC slots, deals light splash damage. has two versions unguided and guided. both direct fire within 150m range.
Remote mine deployer: info a one use item that goes in teh same slot as AMS, deploys a field of FFI mines, comes in 4 versons, anti mech, anti tank, inferno, and sensor(has 4 charges instead of 1). good for covering an area you know enemies will go. note MGs, s-lasers, flamers, and PPCS can clear mines.
Drone deployer: deploys drones comes in 4 types. Sensor (the raven gets this for free), S laser, mine clear, and explosive. each does what it says on the tin. each ton of ammo holds 2 drones.
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MISSION TYPES
PATROL
info: walk to 3 points on the map and scan them, something might happen something might not.
Equipment salvage
info: walk across a warzone and mark destroyed mechs for salvage, get a cut of it. Warning the locals might not like it.
Base assault
info: take control of 2 outer bases, hack into the enemies defenses then destroy their HQ or mobile HQ. warning enemy may have artillery and aerospace fighters. expect mines.













