Got curious and asked ChatGPT to generate a set of Battletech jumps for me for each era, while extremely basic and missing some choices, drawbacks specifically only seem to get a couple options, it made each one and I could honestly see Reddit or SB put them on their drives.
That's right jumpmakers, AI is coming for our hobby
Setting Overview
You find yourself in the MechWarrior timeline — a galaxy of feudal Houses, sprawling conflicts, and endless contracts. The era is around 3049–3055, during the waning years of the Succession Wars and the dawn of the Clan Invasion.
War is business. You’re the business.
Starting CP: 1000
Drawbacks: Up to +600 CP
Duration: 10 years (or completion of your chosen campaign)
Starting Location: Choose a region of the Inner Sphere — House Davion, Steiner, Kurita, Liao, Marik, or Periphery frontier.
Tech Level: Pre-Clan tech, mostly Star League–era hand-me-downs.
Backgrounds
(100 CP to switch from Drop-In)
Drop-In (Free)
You drop into the MechWarrior universe as yourself, with no history or ties.
You have a forged identity, basic gear, and the credentials of a freelance mercenary.
You know how to read a tactical display and survive a frontier raid.
Mercenary Pilot
You’re a veteran of dozens of contracts, a hired gun with scars and stories.
You’re trained in piloting BattleMechs, tanks, and aerospace craft.
You start with a single Light or Medium ‘Mech of your choice.
Commander / Merc Captain
You lead your own mercenary company.
Skilled in logistics, tactics, and diplomacy.
You begin with a company command license and a small crew ready to follow you.
Engineer / Tech
You keep machines alive long after they should’ve died.
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You can repair and refit BattleMechs, maintain DropShips, and jury-rig advanced systems.
You gain a small mobile repair bay and engineering tools.
House Officer
You serve a Great House military as an officer or MechWarrior.
You start with a commission, a lance under your command, and House-loyal troops.
You gain access to regular supplies and intelligence briefings from your faction.
Perks
Drop-In
Luck of the Periphery (100): You always seem to find salvage, allies, or an escape route at the last minute.
Ghost Contract (200): You can secure jobs and deals others can’t — black ops, secret raids, and off-book work.
Steel Nerves (400): You stay calm under fire, even when your cockpit is melting.
Freeborn Renegade (600): You naturally resist authority — House, Clan, or ComStar — and can carve out your own legend.
Mercenary Pilot
Reflexive Gunner (100): You react faster than any normal human when piloting a ‘Mech or fighter.
Deadeye (200): Your targeting and gunnery are surgically precise, even in bad conditions.
Ace of Aces (400): Gain a sixth sense for movement and terrain — you can read the flow of battle instantly.
Living Legend (600): Your name alone boosts morale. Enemies hesitate, and your allies fight harder just because you’re there.
Commander / Merc Captain
Contract Negotiator (100): You always secure better pay, salvage rights, and reputation gains.
Company Commander (200): You can coordinate multiple lances or mixed units seamlessly.
Iron Reputation (400): Word of your integrity and skill spreads; factions actively seek to hire you.
Housebreaker (600): You can wage independent wars against the Great Houses themselves — and win.
Engineer / Tech
Patchwork Genius (100): You can repair almost anything — even parts that shouldn’t work together.
Salvage Master (200): You always recover more usable components, and you can cannibalize parts efficiently.
Mech Architect (400): You can create new designs or convert existing chassis into custom variants.
Lostech Resurrection (600): Given enough time and salvage, you can rebuild Star League or Clan-level tech from scratch.
House Officer
House Pride (100): You gain bonus influence and access to military resources from your faction.
Strategic Insight (200): You can predict enemy operations, troop movements, and logistics.
Battlefield Commander (400): Units under your command perform above their limits, reacting as if mentally linked.
War Hero (600): You become a symbol of loyalty, courage, and honor — a figure remembered for centuries.
Items
C-Bills (Free): You start with 100,000 C-Bills and a small supply depot.
Sidearm & Uniform (Free): A personal weapon, commlink, and armor suit appropriate to your background.
Mechs
Light ‘Mech (100): Up to 35 tons (Commando, Panther, Jenner).
Medium ‘Mech (200): Up to 55 tons (Centurion, Hunchback, Shadow Hawk).
Heavy ‘Mech (400): Up to 75 tons (Orion, Warhammer, Catapult).
Assault ‘Mech (600): Up to 100 tons (Atlas, King Crab, Marauder II).
Other Gear
Mobile Repair Bay (200): Portable facility to maintain 1–2 ‘Mechs.
Dropship (400): A Leopard-class transport capable of atmospheric reentry and limited FTL travel.
Mechbay + Crew (400): Skilled engineers and pilots loyal to you.
Lostech Cache (600): Star League–era weapons, armor, or targeting systems.
Companions
Recruit (Free): One loyal pilot, tech, or ally.
Lance (200): Four trained pilots, each with a Light or Medium ‘Mech.
Merc Company (400): Twelve ‘Mechs, crew, and support staff.
Veteran Company (600): Elite unit with mixed tech and superior morale.
Drawbacks (max +600 CP)
Debt (+100): You start deep in the red. Every contract is a struggle to stay solvent.
Mechless (+200): You start with no ‘Mech; you’ll need to steal or salvage one.
House Vendetta (+200): One Great House has branded you a criminal or deserter.
Sabotaged (+300): Your starting ‘Mech or ship is rigged to fail. Find the culprit.
ComStar Surveillance (+300): You’re on ComStar’s watchlist. They may intervene in your operations.
Clan Arrival (+400): The Clans invade during your Jump. Their forces are far superior.
Mutiny (+600): Your crew turns on you mid-Jump — regain control of your company or die trying.
Endgame Options
Stay: Live out your life as a mercenary commander or House hero.
Take With You: Bring your ‘Mech(s), crew, and contracts to the next Jump.
Move On: Return to your chain with your tech, rep, and designs.
Optional Objective Hooks
Pick one to define your campaign:
Build a Mercenary Legacy: Establish a permanent mercenary company that survives the centuries.
Rebuild the Star League: Seek out ancient technology and unite the Sphere.
Clan Defector: Side with or betray the Clans during their invasion.
The Great Game: Manipulate House politics to create your own power bloc.