Author Topic: Small-unit merc jobs  (Read 2054 times)

Terrace

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Small-unit merc jobs
« on: 17 October 2017, 14:51:59 »
I'm running a BT merc quest over on Spacebattles, and I need ideas. The players are taking the role of the leader of an independent merc lance working out of Outreach during the FedCom Civil War, and I need ideas for jobs that would be appropriate for a lance of Heavies and Mediums. I'd like to have a list of such jobs that can be done, and will keep this topic here for any GMs who are looking for ideas for their own games.

So, what would the folks in the Chaos March hire a lance of mercenaries for?

snewsom2997

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Re: Small-unit merc jobs
« Reply #1 on: 17 October 2017, 14:56:21 »
Anything and Everything, from Training the local troops, to supplementing the local troops, to being the local troops.

Terrace

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Re: Small-unit merc jobs
« Reply #2 on: 17 October 2017, 15:17:10 »
I was thinking something more along the lines of how MW4: Mercs handled the jobs. That whole "go to the planet, do the job, get paid, leave" tempo.

Natasha Kerensky

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Re: Small-unit merc jobs
« Reply #3 on: 17 October 2017, 17:10:58 »

If you're looking for get-in/get-out type contracts, these are typical.  There are probably others:

Recon raid -- Test an enemy force on Planet X.  Get out.

Objective raid -- Destroy something on Planet X.  Get out.

Extraction raid -- Capture something that can be carried off Planet X.  Get out.

Diversionary raid -- Distract enemy force on Planet X from operation by allied forces.  Get out.

Relief Duty -- Resupply and/or temporarily reinforce allied forces already engaged on Planet X.

Bandit hunting -- Seek and destroy bandits on Planet X.


Longer-term or more indefinite contracts that are driven more by the GM's NPC forces could include:

Garrison Duty -- Protect/defend something stationary on Planet Z.

Security Duty -- Protect/defend something mobile (like a political leader or CEO) on Planet Z.

Riot Duty -- Control unruly civilian population on Planet Z.

Guerilla Duty -- Go to ground on Planet X and organize resistance to enemy forces.

Cadre Duty -- Train allied forces on Planet Z (usually in combination with Garrison Duty).


I think the rest (Planetary Assault, Offensive/Defensive Campaigns, etc.) are typically outside the scope of a single lance.

Obviously, with only a lance, we're talking relatively small objectives and enemy forces unless part of a larger allied force.

Hope this helps.

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Terrace

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Re: Small-unit merc jobs
« Reply #4 on: 17 October 2017, 17:53:58 »
If you're looking for get-in/get-out type contracts, these are typical.  There are probably others:

Recon raid -- Test an enemy force on Planet X.  Get out.

Objective raid -- Destroy something on Planet X.  Get out.

Blow through a few bugmechs on your way in/out?  }:)

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Extraction raid -- Capture something that can be carried off Planet X.  Get out.

Hmm. I'll need at least one map that has a building, plus an allied troop transport and infantry to enter and acquire the package.

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Diversionary raid -- Distract enemy force on Planet X from operation by allied forces.  Get out.

Hmm. Attack an enemy base and run for it? Would probably need to stay on-planet (or make the enemies believe so) long enough for the allied forces to achieve their objective, then link up at the JumpShip.

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Relief Duty -- Resupply and/or temporarily reinforce allied forces already engaged on Planet X.

I'm seeing enemy 'Mechs facing off against allied militia vehicles. What kind of raider would enjoy having a lance of heavy and medium 'Mechs show up in their rear?

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Bandit hunting -- Seek and destroy bandits on Planet X.

Possible variations include forcibly removing a merc unit that went rogue and is acting as local tyrants, or waiting in ambush for a group of bandits that have gotten too predictable for their own good.

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Longer-term or more indefinite contracts that are driven more by the GM's NPC forces could include:

Garrison Duty -- Protect/defend something stationary on Planet Z.

During which time any of the shorter-term ideas could happen as an enemy force.

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Security Duty -- Protect/defend something mobile (like a political leader or CEO) on Planet Z.

I'm reminded of the Peace Talk mission in MW4: Mercs that got bombed by Liao forces, and the subsequent mission to escort the survivors to the spaceport.

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Riot Duty -- Control unruly civilian population on Planet Z.

Not a fan of this one for many reasons, the most practical of which is that the unit only has one 'Mech that carries a weapon system suited for anti-infantry/peasant-suppression duties.

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Guerilla Duty -- Go to ground on Planet X and organize resistance to enemy forces.

Cadre Duty -- Train allied forces on Planet Z (usually in combination with Garrison Duty).

You could probably combo these two if the rebels have gotten access to 'Mechs of their own. Their 'Mechs would probably be mediocre at best, but that's better than having no 'Mechs at all.

Kitsune413

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Re: Small-unit merc jobs
« Reply #5 on: 26 October 2017, 20:57:48 »
I second that.

Raids.
Every man lives by exchanging - Adam Smith

Colt Ward

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Re: Small-unit merc jobs
« Reply #6 on: 31 October 2017, 18:09:15 »
Couple of sources to look at . . .

First off the Chaos March SB, it had exactly what you are looking for . . . if you want to be a small operator and avoid the House politics or not be considered a rounding error then this is a book you need to look at for your campaign.  It even has a GM section creating behind the scenes motiviation.

Second, you can turn a lot of the missions in the Chaos Campaign into more generic or other faction oriented scenarios.

Third, even in MW4 Mercs you did not bounce off planet after one fight unless you wanted to waste money.  You stayed on that planet and cleared the 3 or 4 missions that was offered.

Fourth, might look at the MechCommander 2 story for some ideas.

Finally, you can find some nuggets down in the non-canon board where people offer scenarios & forces they built for other's consideration.
Colt Ward
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Archangel

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Re: Small-unit merc jobs
« Reply #7 on: 31 October 2017, 21:16:39 »
Don't forget to include some intrigue and employer betrayal.   >:D  That military staging base that you attacked turns out to be a refugee center and those soldiers were refugees and the press just happened to be there and have caught your war crimes on camera.  The negotiator who supposedly was negotiating on behalf of an honorable noble house actually works for a far less reputable rival whose own forces just happened to nearby and are now moving in to "protect" the refugees and capture your unit so you can reveal who you believe hired you.
Detect evil first, smite second and ask questions later.

Nav_Alpha

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Re: Small-unit merc jobs
« Reply #8 on: 31 October 2017, 22:21:52 »
I’ll second Colt’s comment about the Chaos March book. An amazing resource for contracts and worlds of that area.
I used it extensively for a slightly later merc camping (mid to late 60s, as opposed to 3058) and it was excellent.


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