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War! merc game - Currently full

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Uncle Vabka

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« Reply #15 on: <02-01-11/0630:03> »
Making up a 400 pt dwarf demo expert (cant find the points to also have him as the armorer, but that was mostly flavour anyways).

Quick question - contacts? Or are they a given considering that we are in a unit?

Damnyankee

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« Reply #16 on: <02-01-11/0829:19> »
I've got 7 people who have asked to play so far... so if you posted you have a spot, and room for one more.

Avalibilty 12 for personal gear/equipment yes.   The merc company has a benifit program where they will lone you (interest free) up to 30,000 for cyber/bioware.  You repay 5% per month right out of your pay.  Take this as debt disadvantage if you want.  This is also a legit excuse for having the restricted gear advantage.

Also, nothing wrong with having both a driver rigger and a drone rigger if two people want to go that way.  Drones are a powerful force multiplier.  (and so are spirits..)

Details on the company later today (hopefully)

Damnyankee
« Last Edit: <02-01-11/0833:43> by Damnyankee »

Uncle Vabka

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« Reply #17 on: <02-01-11/0833:06> »
Great stuff. Character mostly made up - did not put any points on contacts, but I can stick up a 6 point one with the debit points taken out of my resources if need be.

Damnyankee

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« Reply #18 on: <02-01-11/0840:21> »
Contacts, sorry.  You will have your chain of command as a psyudo contact...but if you want to know Joe in accounting, or Sam in Supply, well thats going to be a contact.  Or Ezra the war corispondant... or be creative.

Damnyankee

Uncle Vabka

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« Reply #19 on: <02-01-11/0906:23> »
Ok great.

We can take that 30K debit in addition to the -35 Neg Qualities, is that correct? If so, i will add a 6 point contact, if not, new recruit to the unit no matter my rank. How do you want to handle potential character submission? Post here or PM? Here might be a good idea since we can work on filling gaps in skills.

Mystic

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« Reply #20 on: <02-01-11/0928:45> »
Ah, winning hearts and minds. I wish I had the time, this does sound like fun. Investigations in the middle of a conflict zone. Yikes.
Bringing chaos, mayhem, and occasionally cookies to the Sixth World since 2052!

"Just because it's easy for you doesn't mean it can't be hard on your clients"-Rule 38, The Seventy Maxims of Maximally Effective Mercenaries, Schlock Mercenary.

Damnyankee

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« Reply #21 on: <02-01-11/0932:30> »
Ok great.

We can take that 30K debit in addition to the -35 Neg Qualities, is that correct? If so, i will add a 6 point contact, if not, new recruit to the unit no matter my rank. How do you want to handle potential character submission? Post here or PM? Here might be a good idea since we can work on filling gaps in skills.
its a qualified Maybe.  If you go more than -35 with the debt, I'm going to be more restrictive on the other qualities, if your ascrewup/health risk they aren't as willing to loan you the money.

Post here.  I also give bonus karma for good (not necessarily long) character backgrounds.     And too that, you either already work for the company, or have been hired knowing basically what you already do, and no one knows where you are going to be sent to, its a very need-to-know.

Damnyankee

Damnyankee

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« Reply #22 on: <02-01-11/0933:26> »
Conrad's Conquerers,  Mechanized Infantry  Battalion
CO:  Lt. Col. Victor Boris Conrad

Conrad's Conquerers typically work for national entities, as apposed to megacorps, but its not universally true.   They  specialize in occupations and pacifications, they are both good at urban warfare and counter insurgencies.  Well trained and equipped for there role, they come at a price.  In almost every operation some one claims they violate UN procedure/human rights, but the UN has never issued any fines. Accusations against outside peace-keepers are common.   As an over sized Battalion, they often are employed to patrol a small city, or section of a big city.   

TOE
Battalion HQ
First Company, Mechanized Infantry
Second Company, Mechanized Infantry
Third Company, Mechanized Infantry
First Troop, Light Tank Troop (5)
First Battery Fire Support Battery
Sixth Company, Support Company.


Required Competencies:
Automatics: Must be able to reliably get  1 success five times in a row, for three different positions, shooting  at a bullseye for a penalty of -4.  Characters shoot an assault rifle in SA mode, without laser or smart link.
Position   Penalty   Time       notes
Prone      -5      1 minute   Bulseye, Medium range, May brace
Supported   -6      1 minute   Bulseye, Long  range, may brace
Sitting      -4      1 minute   Bulseye, short range

Characters may qualify for other types of weapons using the same rules above, but are only Required to qualify for Automatics (assault rifle).

Navigation:  Complete compass course.  Seven roles with two or more successes in a row.

Physical: Run must run two miles in less than 15 minutes.  See running rules in the main rule book.

Etiquette:  While not tested, anyone who doesn't have Etiquette (military) will stand out, in a bad way.

Unarmed Combat:  must be able to pin a person with a 6 dice pool in unarmed combat.

Specialty skills:  assume that if you are a driver, they will test you on driving, etc. 

These are the bare minimums, you should be able to do more than the minimum in several tests, and have aditional skills and qualifications.

Why I'm listing requirements like this: Because they test you, IE make you roll the dice.  They don't care  where the dice came from (training or attributes,) just that you can do the task. Assume that you can use edge on the tests, but all the shooting is tested on one day, The run and Unarmed are on another, and specialty skills, and the compass coarse are on the third.

« Last Edit: <02-01-11/0936:27> by Damnyankee »

Uncle Vabka

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« Reply #23 on: <02-01-11/1002:06> »
Ok great.

We can take that 30K debit in addition to the -35 Neg Qualities, is that correct? If so, i will add a 6 point contact, if not, new recruit to the unit no matter my rank. How do you want to handle potential character submission? Post here or PM? Here might be a good idea since we can work on filling gaps in skills.
its a qualified Maybe.  If you go more than -35 with the debt, I'm going to be more restrictive on the other qualities, if your ascrewup/health risk they aren't as willing to loan you the money.

Post here.  I also give bonus karma for good (not necessarily long) character backgrounds.     And too that, you either already work for the company, or have been hired knowing basically what you already do, and no one knows where you are going to be sent to, its a very need-to-know.

Damnyankee

Ok, doing some final tweaking then will write BG later on. Do you mean Karma to spend pre-play or extra BPs?

Uncle Vabka

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« Reply #24 on: <02-01-11/1010:29> »
And how will they be handing out rank?

Do you want us to show you the rolls for those tests?

Damnyankee

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« Reply #25 on: <02-01-11/1015:12> »
I will do the tests, (but only if it looks like its in doubt.. if it looks good Ill give it to you.)
Extra karma to spend before.

Ranks will be assigned by me, based on a number of factors.  If you want high rank, then you should have the appropriate skills.   Mercenaries will hire in at rank, but you should have something to make them do so.
Any of the Specialist characters will probably receive an NCO or Warrant officer rank.   Basically, once you know who is in charge, the rest of the ranks will be a little bit below that, with enough rank that you can tell the regulars to get out of your way.

Damnyankee

Uncle Vabka

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« Reply #26 on: <02-01-11/1040:04> »
Name: Jakob van der Windt
Nick Name: Grim

Build Points: 400

Good Karma Points: 2
Karma Points Awarded: 10

Metatype: Dwarf [25 BP]

Attributes:- [200 BP]
Body: 5 [30 BP]
Agility: 4 (+2) [30 BP]
Reaction: 3 [20 BP]
Strength: 5 [20 BP]
Charisma: 2 [10 BP]
Intuition: 4 [30 BP]
Logic: 5 [40 BP]
Willpower: 4 [20 BP]

Special & Derived Attributes:- [20 BP]
Edge: 3 [20 BP]
Essence: 1.96
Initiative: 7 (8 )
Initiative Passes: 1 (2)

Condition Monitors
Physical 11
Stun 10

Positive Qualities:- [10 BP]
Bilingual [5 BP]
Restricted Gear (Skill Wires 4) [5 BP]
Veteran Mercenary [10 BP]

Negative Qualities:- [-35 BP]
In Debt (The Company - ¥25000) [-5 BP]
Poor Self-Control (Compulsive Behaviour – Collects Trophies from Defused explosives) [-5 BP]
Records on File (Met 2000) [-10 BP]
Records on File (DeBeers-Omnitech) [-10 BP]
Sinner [-5 BP]

Active Skills:- [140 BP]
Athletics Skill Group 1 [10 KP]
Blades (Knives) 2 (+2) [8 BP, 2 KP]
Demolitions (EOD) 6 (+2) [24 BP, 2 KP]
Etiquette (Military) 2 (+2) [8 BP, 2 KP]
Firearms Skill Group 4 [40 BP]
Leadership (Tactics) 2 (+2) [8 BP, 2 KP]
Perception 4 [16 BP]
Survival 4 [16 BP]
Unarmed Combat (Krav Maga) 2 (+2) [10 BP]

Knowledge & Language Skills:- [27 “Free” points]
Academic: Military History 3
Language: Afrikaans (Native)
Language: English (Native)
Language: German 5
Professional: Demolitions Background 6
Professional: Soldier 5
Street: Merc Hotspots 4
Street: Merc Units 4

Starting Resources [23 BP/¥115 000 + ¥25000 from debt]

Bioware [Essence 1.35/2 = 0.68][¥76000]
Digestive Expansion [¥20000]
Muscle Toner 2 [¥16000]
Sleep Regulator [¥10000]
Synthcardium 3 [¥30000]

Cyberware [Essence 3.18][¥53900]
Cybereyes 4 w/ Eye Recording Unit, Image Link, Flare Compensation, Low-Light Vision, Microscopic Vision, Protective Covers, Smartgun Link, Thermographic Vision, Vision Magnification [¥7650]
Datajacks (Alphaware) (2) [¥1000]
Orientation System [¥1250]
Skill Wire Expert System (Alphaware) [¥6000]
Skill Wires 4 (Alphaware) [¥16000]
Wired Reflexes 1 (Alphaware) [¥22000]

Personal Weapons [¥1570]
Defiance T-250 w/ Integral Smartlink, Personal Grip, Dwarf Modification, Sling, Shock Pad, 20 Rounds Flechette Ammo (DV 9P(f), AP +2), 20 Round Ex-Explosive Ammo (DV 9P, AP -2) [¥1570]

Clothing & Armor [¥1000]
Form Fitting Body Armor (Half Suit) (4B/1I) [¥900]
Ordinary Clothing & Fatigues [¥100]

Comlink, Electronics & Programmes [¥5950]
Agent 3 [¥3000]
Analyze 3 [¥150]
AR Gloves [¥250]
Browse 3 [¥150]
Edit 3 [¥150]
Encrypt 3 [¥150]
Renraku Sensei w/ Mangadyne Deva o/s [¥1800]
Scan 3 [¥150]
Sim Module [¥100]
Trodes [¥50]

Other Gear [¥250]
Gecko Tape Gloves [¥250]

Cash (Remainder from Initial Resources)
¥1330

Contacts [7 BP]
William “Smiley” Ransom – Loyalty 4 Connection 3, Quartermaster NCO
(From Veteran Mercenary Quality) – Mercenary Company – Loyalty 4 Connection 8

Background
Jakob was born into an Afrikaans dwarven family that had fled the Oranje Free State due to anti-metahuman bias. The family had settled in the more sparsely populated rural areas of Namibia and had made a living working on short-term contracts for DeBeers-Omnitech, mostly bounty hunting or semi-skilled manual labour. This existing hand-to-mouth continued until Jakob’s eldest brother, Wilhelm, got full time work as a miner for the corporation.

His new status as a DeBeers-Omnitech corporate citizen gave the younger members, including Jakob, much improved oppurtunities. Growing up at the Kimberley diamond mines owned by the corp, Jakob showed an early interest in explosives and spent hours watching the engineers at work. When it came time for him to find employment of his own, it was a natural step for him to enter the corporate training programs intended to forge him into a demolitions expert.

Jakob hated it. The practical side he found intriguing, but the more academic studies of geology and engineering did not interest him at all and his grades soon slipped and he was expelled from the program. Facing the derision and condemnation of his family, Jakob sought to redeem himself by signing on with DeBeers-Security in the heavily armed forces that protected the corporate installations from the dangers of awakened Africa.

He completed his training, qualifying unsurprisingly as a EOD specialist. He thrived in the paramilitary environment of the corporate army, but hungered for more of a challenge than he was receiving working in Namibia and Nigeria. When his initial five year contract ended, he again outraged his family by declining a new contract. Jakob instead headed to Lisbon and signed up with a local MET 2000 recruiter on the hunt for new talent.

After passing through his evaluations, he was posted to a MET outfit working in Amazonia facing off against Atzlan forces. He thrived on the conflict, receiving commendations and promotions during his 1st and 2nd 3 year hitches. Then it all went to pot. A massive barfight involving MET members and some other mercs resulted in casualties amongst the mercs and the police sent to break it up. Jakob found himself the scape goat for the company, and was thrown to the press and political wolves.

Following a show trial, he was heavily fined personally, and MET was also fined. As a condition of his avoiding prison, Jakob was discharged from MET and ordered to leave Amazonia. Intensely frustrated and angry at his treatment, Jakob vowed to never work for a “big” merc unit again, let alone one that was practically a corp on its own.

His contacts lead him to the forces lead by Boris Conrad. Flying through his evaluation and tests, he was soon under contract and found himself a member of a team assigned to duties such as he had not had to undertake in more than a decade as a merc.

Appearance
Jakob has very close cropped rust-red hair and sports a handle-bar moustache. His body is hard and conditioned, although he is not abnormally muscled for a dwarf. He is covered with small scars and burn marks from his years of working with explosives, especially evident with a scattering of shrapnel scars on his left cheek. His cyber-eyes are covered with matte black protective covers, and the only additional visible augmentation are his datajacks.

He is extensively tattooed, mostly with abstract patterns in a generic “tribal” style, but also with unit crests from his time with DeBeers-Omnitech and MET 2000, although the latter has been defaced with a crude scar spelling out the word “bastards”.

((All equipment as listed can be considered "personal" and, where allowed by unit regulations, will be used in the field))
« Last Edit: <02-11-11/0555:57> by Uncle Vabka »

Damnyankee

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« Reply #27 on: <02-01-11/1051:33> »
Quote
Weapons [¥4305]
Grenades [¥230]
Clothing & Armor [¥1730]
Explosives & Demolitions Equipment [¥3040]
Linguasofts [¥4000]
Portugese 4 [¥2000]
Spanish 4 [¥2000]
Comlink, Electronics & Programmes [¥6800]
Agent 3 [¥3000]
Other Gear [¥965]
This is all stuff that you will be issued, and don't need or shouldn't pay for. (the brass tends to frown on personal explosive stashes.) You should have a personal comlink, but it wont be one you will take on missions (not if you follow the rules anyway.)  If you want a personal firearm, thats fine too, but don't expect that you have to supply your own gear.

Uncle Vabka

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« Reply #28 on: <02-01-11/1054:32> »
Great... will tweak it and repost above so not to clutter stuff.

Sichr

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« Reply #29 on: <02-01-11/1105:53> »
Quote
Weapons [¥4305]
Grenades [¥230]
Clothing & Armor [¥1730]
Explosives & Demolitions Equipment [¥3040]
Linguasofts [¥4000]
Portugese 4 [¥2000]
Spanish 4 [¥2000]
Comlink, Electronics & Programmes [¥6800]
Agent 3 [¥3000]
Other Gear [¥965]
This is all stuff that you will be issued, and don't need or shouldn't pay for. (the brass tends to frown on personal explosive stashes.) You should have a personal comlink, but it wont be one you will take on missions (not if you follow the rules anyway.)  If you want a personal firearm, thats fine too, but don't expect that you have to supply your own gear.

Well what about vehicles and drones?