Mercs: Recon. First Look, Part II

Continuing the preview with more models and tiles. Most of these are from the Kickstarter campaign stretch goals and expansion packs, not in the core boxes. Once again, I don’t know when any of these will become available to order. I’ll throw up a proper gameplay review and how-to soon.

OpFor: Employees and Unique Models

Employees are non-combatants that are caught in the middle of the firefight. Mercs can capture and interrogate employees for information, revealing locations of secret items. Some missions require an employee be protected, captured, or eliminated. They may also slow down Mercs, or be accidentally killed in the crossfire. Killing employees is bad because they act to soak hits from SecFor, and add an excessive force token to the offending merc. Excessive for tokens raise priority at the end of the turn.

Unique Characters

Some missions allow SecFor reinforcements to be replaced with unique characters. Many of these are silly homages to action films from the 1980s, like Die Hard, Robocop, and Tango and Cash. Unique characters can act as mini-bosses for mercs in addition to adding flavor.


Add-on Mercs

The Kickstarter campaign offered stretch goals to expand on the existing mercs for both Recon and the tabletop game. These are not yet available for sale, however, most of these represent plastic versions of existing metal miniatures from the Mercs range.


CCC sniper, heavy, and medic.
KemVar 3
KemVar spy, sniper, and booster.


Floor Tiles

As stated last post, the board for Mercs: Recon is built on double-sided tiles. Each tile has several stats: model capacity (grey gear), armor provided to occupants (green shield), and amount of damage that can be taken before it is destroyed (blood drop). The two-color circle is used to determine OpFor and Agent movement. Randomly drawn cards specify which Agent disks move to adjacent tiles based on orange or white.

halls 2

collateral damage
Collateral damage can destroy a location. An office that is destroyed is modified by placing a collateral damage disk on the tile. Destroying locations can raise priority and security level.


rooms 2
Corner offices and hallways. Four tiles are used to form corners and the rest is built off of that.
rooms 1
Single office tiles. The two on the left are generic offices. The two on the right are named locations that may have special rules or equipment depending on the mission.




house 4 1
Large tiles are often used as the centerpiece for special missions. This board is from the House 4 mission pack Shadow Edict. Each mission pack includes one large tile like this, themed to the faction of the pack.

Some conditions force mercs to perform a breach and clear combined action, including entering an occupied room or entering the room with a mission objective. Breach and clear actions require three mercs and are almost like a separate mini-game. Mercs are positioned on the white tiles. OpFor is positioned on yellow, black, or red positions. Many b&c tiles have special rules that only apply during the breach and clear action. B&C actions can slow the mercs and drive up the security level, so it’s advisable to avoid breaching when possible. This is another tradeoff that forces players to make decisions about how they want to proceed.


house 4 2
Breach and Clear tile from the House 4 Shadow Edict expansion pack.


Breach and Clear action in progress.





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