Campaign details (Improved)
This game will revolve around a unit of mercenaries whose job is to interface with the local population in a recently conquered nation. They will be tasked with trying to provide services that have been removed due to the change of government, such has investigations and solutions to major criminal complaints or providing an alternative method to dispute resolution.
They will also interface with the population for the mercenary company, though not as representatives of the employers of the mercenaries. For example, they will not be directly involved with setting up a new government, however, they will attempt to provide compensation for property damaged during military operations.
The mercenary company as a whole is tasked with providing security in the region, which includes setting up and maintain road blocks, security patrols, and route clearance.
The team will include 6 to 8 members, most of whom should be licensed mercenaries, and not civilian advisors. The team must be capable of operating independently, and must be capable of defending it self, and civilians from hostles. The team should include between four and six operators who's specialty is in line with the mission. For example, detectives, mediators, medical personnel, technical and/or thaumitergical experts. The team will be assigned an APC from the company motor pool. As per company procedures, the APC will have a crew of two, either a driver and gunner, or a driver and assistant driver, or a driver and gunner/commander, depending on the personnel.
Veteran Mercenary
Cost: 10 BP
The character is a veteran of a mercenary company and as such can call on its resources. In game terms, this means the character possesses the mercenary company as a free Group Contact (see Groups as Contacts, Runners Companion P. 124) with a modified Connection Rating of 8 and a Loyalty Rating of 4. This also allows her to use the companies supply chain for restricted gear (for a 20 percent cut) (though items are contingent on gamemaster approval). A veteran merc has seen it all, giving him an edge when trying to gauge someone’s intentions. Treat this as a +1 dice pool modifier to Judge Intentions Tests, and when confronted with the effects of death and violence, treat this as a +1 dice pool modifier to Composure Tests. However, the character is required to aid and participate in company activities on a regular basis. Also, add 2 points to the character’s Notoriety score. These additional points may not be bought off by Street Cred. Mercenary characters are usually deployed for long lengths of time, though the character could be on leave. This quality requires gamemaster approval.
Standard issue equipment
Singularity Battle Buddy Basic R5, S5, S5, F5.
Simlink,Biometric reader:Fingerprint, Skinlink
HK XM30 standard version. + carbine kit. Smartlink mark 74, advanced safety mod. (immobilizer) Skinlink. Smartlink camera upgraded with LL and flare compensation.
Six rifle magazines, 180 rounds RFID tagged regular rounds
2 Grenade launcher magazines, 16 RFID tagged mini grenades. (choose)
Walther PB-120 Smartlink mark 74, advanced safety mod. (immobilizer) Skinlink.
2 Magazines. 20 rounds RFID tagged regular rounds.
Light military armor
Mobility upgrade 1, Chemical Protection level 4,Quick release ,Thermal damping 3,Fire resistance 3, Helmet
The vehicle
CC Modified Appoloosa Type III
Upgrades: Amenities (Squatter), Off Road Tires, Extra Entry/Exit Points, ECM 3, ECCM 3, Weapon Mount (Reinforced, external, turret, remote w/ Aries MP Heavy Laser) w/ Gyro link, Rigger adaptation, Manual control over ride, Retrans 8,Satellite communications, lock on countermeasures. Improved Sensor array, missile defense system.