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War! merc game - Currently full

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Damnyankee

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« on: <01-31-11/2114:55> »
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.

« Last Edit: <02-27-11/1840:10> by Damnyankee »

Boer_Kommando

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« Reply #1 on: <01-31-11/2115:54> »
I am interested

joe15552

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« Reply #2 on: <01-31-11/2130:32> »
Wow, 6-8 players? That sounds pretty epic. Hrm... I'm guessing combat savvy characters are a must... Any cultural, ethnical, or racial requirements?
« Last Edit: <01-31-11/2136:49> by joe15552 »

Sludig

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« Reply #3 on: <01-31-11/2201:44> »
I would definately be interested.

Damnyankee

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« Reply #4 on: <01-31-11/2208:54> »
Well, its got to be somebody who can play nice.  In this game you are not making shadowrunners, but mercenaries.  They talk about the differences in War! around pg 129.   For the role the group will be involved in, they probably wont take an extreme meta type or SURGE victim.  I'll also say no natural body larger than 6 as you are expected to fit in to an APC.  (If a very large troll wants to join the merc company they have other uses for them.)  None of the PC's will be Officer rank, any one who has education/specialty to warrant officer status will be a warrant officer.   I'd also ask that players not make their characters in the dark.  a merc team is supposed to have a bit more esprit de corps, so they should fit together better, and trust each other more.  That said, the start of the game the PC's will not automatically have worked together, we will start with some work-up training. 

The concept (in a nut shell) is that a merc company expects to be doing peace keeping/counter insurgency operations after a change of government some place.  They want to use their special forces teams for other missions, but need some people to do the things that Public affairs/MP/CID type units would do in a national force.  The team would not provide physical policing, but if some one needed arrested, or if some major crime needed investigated this team is the unit - right in the middle of a semi-active war zone. Like I said earlier, troubleshooter and firemen.   Being mercs, they make one unit wear more than one hat.  The team will be one squad in the only platoon of its type, and will operate independently of the other squads, the platoon LT performing administrative leadership.

The team will comprise of:
One Vehicle driver
One Vehicle gunner
Four to six specialists, investigators, mage/shaman types, hackers and maybe more meat shields, though the nature of PBP makes a combat heavy game unlikely.
400 pt characters, but remember that a lot of stuff you normally buy as a runner you don't need as a merc.  But the flip side, no disadvantages that would keep you from being employed by a semi-responsible merc company.  No day-job (its assumed for everyone.)
I haven't nailed down the merc company yet, and probably wont use a published one. 
So, discuss amongst yourselves characters, theres less need for secrecy (because you should trust each other some what.)  As I haven't totally fleshed out the Merc company, I'm open to suggestions for SOP/TOE.  Though I've already decided that the group will be assigned an Appolusa, (hence the driver and gunner.)

TLDR: Useful characters that are not liabilities and can follow orders.

Damnyankee
EDIT: head cold = typos

Bewilderbeast

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« Reply #5 on: <01-31-11/2216:30> »
This sounds interesting. I'd be willing to play by the rules. I only have the main Shadowrun book, though. Will that put me at a disadvantage in making useful characters?

I'd be tentatively interested in playing the vehicle gunnery specialist. I was reading the Shadowrun book and thought, "Man, that'd be cool to have a character specialized that way, but when would I get the chance to play in a game that would definitely have an experienced driver to work with, and definitely have a big, scary vehicle with a big, scary weapon, and definitely have at least a reasonable chance to use it?" Apparently... now?
"Dialogue"
<<Matrix/Comm>>
"Astral"
Thoughts

Damnyankee

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« Reply #6 on: <01-31-11/2222:28> »
The main book is plenty fine.  Two other books that MIGHT come in handy would be Arsenal, and augmentation, though, augmentation more than arsenal, because you have less choice of your equipment.    The vehicle gunner has a lot of flexibility, because he only really needs the gunnery skill.  Tomorrow after class (collage) I will post what the merc company requires and "minimum proficiency" it probably wont be too much.

Damnyankee

As an aside, my favorite all time SR character was made with only the SR3 main book, before any supplements had been published - played him for 3 years.  Don't feel like the lack of supplements will limit you.
« Last Edit: <01-31-11/2224:24> by Damnyankee »

joe15552

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« Reply #7 on: <01-31-11/2232:02> »
Oh! THAT kind of fires are being put out.

That is some cool stuff. I agree that RFID tag erasers, fake SINs and fake Licenses would not be needed in a war zone. Kinda funny to think about, actually. "Um... no I don't have a license for this laser cannon, dumb-ass. You wanna get out of the way, now?" Good times ahead, I predict.

I can do a mage. Probably a shamanistic mage with high body so he can wear good armor. I'd probably go human, just 'cause humans are easy to fit in to a game. Only problem with shamans is that they kinda need a reason to fight... Well, actually, I could just have my mage be a devotee of a god of war. That's easy to fit in. I'll throw in some computing skill so he can actually use his equipment and that makes a damn sexy war mage. In war, you gotta have a good interrogator, so I'd probably get Mind Probe to make sure we didn't miss any info. Of course, there's the necessities like Levitate, Awaken, and Heal. Any other suggestions for a mage type in your war campaign?

Damnyankee

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« Reply #8 on: <01-31-11/2238:58> »
Burned out mage.  Well, not total burn out, but some of the spells in War! are totally designed for casters with cybereyes/ware.  if you are judicious you can fit a lot of cool sh..stuff in 1 pt of essence.  (sleep regulator = win)   There are a couple of potential war god totems out there.


Damnyankee

Sludig

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« Reply #9 on: <01-31-11/2243:42> »
I'm thinking an adept tracker, with some investigation tools, and with that tracking, some sniper qualities.
« Last Edit: <01-31-11/2245:37> by Sludig »

Boer_Kommando

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« Reply #10 on: <01-31-11/2246:51> »
I can easily do a Combat Hacker, who works as the intel and communications expert as well as the 'hack on the fly' for combat advantage .

Sentinemodo

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« Reply #11 on: <02-01-11/0258:29> »
I can go for driver rigger double on recon and surveillance.

Or a close combat specialist - razor guy - I can't make my mind ;)
« Last Edit: <02-01-11/0315:58> by Sentinemodo »
Sorry for a small delay ;)

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Sichr

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« Reply #12 on: <02-01-11/0354:06> »
Count me in.
I should take care of the wheels...
Character later this afternoon

I can go for driver rigger double on recon and surveillance.

Or a close combat specialist - razor guy - I can't make my mind ;)


If you dont mind, I will make it easier for you to decide

Any restrictions on availability (12 is a top?)

Uncle Vabka

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« Reply #13 on: <02-01-11/0512:12> »
I am up for it if there is space. Happy to go with either a combat mage of some sort, or a demo specialist/armorer. Let me know if there is room. Thinking of a dwarf.

Sentinemodo

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« Reply #14 on: <02-01-11/0534:53> »
Count me in.
I should take care of the wheels...
Character later this afternoon

I can go for driver rigger double on recon and surveillance.

Or a close combat specialist - razor guy - I can't make my mind ;)


If you dont mind, I will make it easier for you to decide

Any restrictions on availability (12 is a top?)

Fine be me, razorguy is incoming :)
Sorry for a small delay ;)

Denver Missions
concluded 01 02 03 04 05 10 09 11
running 13
runners: Caretaker Jerry