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BattleTech Player Boards => BattleTech Roleplaying => Topic started by: Elmoth on 14 November 2018, 06:47:47

Title: Collaborative Merc Unit
Post by: Elmoth on 14 November 2018, 06:47:47
Hello all,

I was unsure about where to place this: fan fiction, non-Canon units or wherever, but finally settled for here for the idea.


Ok, let’s do an experiment: The second page of the “Gimme More Stuff Debrief:The (very limited selection of the) People Have Spoken!” thread (https://bg.battletech.com/forums/index.php?topic=63385.30 ) has a discussion about running a small merc unit and the nuts and bolts of what it would imply.

Well, I suggest we can do that as an open collaborative project in the fòrum.

IDEA:
Small merc unit moving around before the clan invasion.

Define a combined arms command. Say, a medium Mech lance plus some armor and infantry plus aerofighters (if we want them). Total size would depend on people involved in the project (more on that later).

The unit will have a Trojan dropship. Why? Because I think it is not overboard, it is a common design and it allows us to do some nifty stuff. A Trojan can act as a cramped and underwhelming field base for mech and vehicle repairs if going behind enemy lines, and has enough room to be configured as an actual living space. Having all that, it still allows for a nice cargo hold that would allow for the dropship to pay for itself while not in active use by the mercenary unit. It is not a combat dropship per se (hence the suggestion of the ASF) but can be looked as less dangerous than a Union, Seeker, Intruder or another more military-grade dropship. Still, transport problems can still be there in the form of lack of jumpships.

The unit will also have trucks, a recovery vehicle, jeeps and other utility vehicles. 

The rest of the unit will be defined collaboratively.

I will try to start a thread narrating the unit’s developments, but the assets and characters will be defined by others.

ANYONE can take the narrator seat at any time they want to, and set forward a challenge or battle for the unit.

When there is a battle, ANYONE can play the engagement and its results /(salvage, destroyed vehicles… dead or wounded people). It is recommended to use the Alpha Strike rules, but you can use whatever you want: Classic BT, MegaMek, a RPG game (for example, for a commando raid) or any Giant Stompy Robots rulebook you fancy, … Stuill, I think (feel free to correct me) that AS would be the good default. The results of the report will be introduced into the narrative thread.


BUILDING THE MERCENARY FORCE

Each participant has 100 points to select stuff.

When selecting stuff, Rule of Cool is suggested over optimized designs. Shadow Hawks welcome. We are deciding on the opposition (that does not need to be optimized either), so if you have a mech you like but think is underwhelming on the TT, no problem, just field it. Green pilots and alcoholic veteran MechWarriors with nothing to lose welcome as well. It is suggested that no assaults are selected. It is supposed to be a medium unit at most, so an all heavy lance would be weird even if not unheard off.

The 100 points can be spent in the following ways: Vehicles, Combat Personnel and other stuff

Vehicles
MECHS: x2 MUL cost.
ASF: x2 MUL cost.
The rest of the units (VTOL, armor, infantry…) cost the same as their MUL cost.

Mind you, you can have as many as you want of any given troop type. You can have 3 light mechs if you want. Or buy 2 mechs for your main character and have one in mothballs. Up to you.

Combat Personnel
You also get a Competent (+0) pilot/leader for Free. This is the main character of the selection and must be fleshed out. Other characters can be fleshed out as well if you want.

You can change the competence of the main character. You get +10 points to buy stuff if the character is Green (-1 to rolls), while it costs 5 points to make it a veteran (+1). At the start of the game, I think it is better if the unit does not have Elite characters, even if some variance can be cool.

Additional pilots/crew.
All units have a skill rating. They are gGreen by default. This can be upgraded paying some more points.
- Green (-1 to rolls) 0 points
- Competent (+0) 10 points
- Veteran (+1) 15 points
- Elite (+2) 20 points
Armor and VTOL crews are selected per type of unit. So, if you have 3 Saracen hovers, you pay 10 points to make all 3 Competent. Once again, use Rule of Cool. I am sure this can be abuse, so just don’t go overboard if you find a cheap highly efficient unit that you can load on, please :)
Transports (IT2+ or CAR2+) are always Green.

- Tech Team. 10 pts. Tech teams are needed for maintenance and repairs. They are a special category of personnel in the sens that they do not rate as green-competent-veteran… but they still count as personnel for unit costs and morale (see below under Maintenace).

OTHER STUFF
- Spares. 1 pt per point of Spares. Spares are used for maintenance and to repair stuff after battle (1 point per point of armor and 2 points for internal damage).
- Ammo. 1 point per 2 points of Ammo. Each non-ENE vehicle spends 1 point of Ammo per battle.

- VEHICLE UPGRADE. 5 points. Select a non standard item to add to one of the vehicles. Discuss with the other players to get their OK. [Note, I am not sure about this one. Open to discussion]

NOTE: These are ideas to have each participant select more or less items of the same magnitude of interest for the unit, not a “hard” system. Once the force is selected, we can convert the force to Warchest points and see what happens and fine-tune the unit. :)


MAINTENACE
Each month the unit incurs in maintenance costs. This represents basic spares and maintenance, the wages of the crews, fuel, some ammo, quality checks that detect faults, lighting, foodstuffs,… The cost is as follows

Each COMBAT VEHICLE (mech, ASF, tank, VTOL, …) consumes 1 pt of Spares
Each PERSONNEL unit (pilot, vehicle crew or tech team). 1 pt of spares

Transports CAR2+ do not consume maintenance resources (yeah, unrealistic, but otherwise costs skyrocket for stupid things like having a few jeeps or transport trucks)

Each combat vehicle also requires 1/3 of a Tech Team for regular maintenance. In other words, a Tech team can maintain up to 3 vehicles.

If you do not pay the maintenance costs you suffer the following penalties
VEHICLES: Lose 1 point of internal structure. If it reaches 0, the vehicle is considered destroyed.
PERSONNEL: Unpaid (and unfed) personnel lose 1 point of skill until their back salaries are paid in full. So, a Veteran unit becomes competent and a Competent unit becomes Green. If he Skill rating falls below green, the unit disbands.
TECH TEAMS that are unpaid can maintain 1 less vehicle. If the can maintain no vehicles, they disband as well.


REPAIRS
After a battle you need to rearm and repair the damage to your units.

Vehicles that are not full ENE need 1 point of Ammo to rearm. If you do not rearm them, recalculate their firepower for the next engagement.

A tech team can repair 1 point of armor per day. Cost 1 pt Spares.
A tech team can repair 1 point of internal structure per 2 days. Cost 2 pts of Spares.

Certain critical damage (fusion engine or gyro smashed, for example) might be somewhat more difficult to repair and require some story development.

Infantry “internal” loses can only be repaired between missions at a clear supply point like Galatea.


So here it comes. Suggestions appreciated :)
Title: Re: Collaborative Merc Unit
Post by: AlphaMirage on 16 November 2018, 09:20:00
Phoenix Hawk w/ Veteran PHK-1K 58
Tech Team 10
Striker Missile Tank w/ Green Crew 20

Remaining 7 points are for spares/ammo

Qasim ibn Fawzi al'Dabih (veteran mechwarrior), Homeworld - Dabih, Draconis Combine / Age-31/ Black Hair/ Brown Eyes/ Tan Skin (Berber heritage) 

Third son of Fawzi al'Dabih, a wealthy Azami inter-space trade and land owner.  His grandfather served in the 4th Arkab Legion and received the honor of buying out the Phoenix Hawk he used during his ten year enlistment. 

This Mech wasn't used by his father who was a vehicle crewman during his mandatory service.  It was passed on to Qasim when he demanded his inheritance after his service in the Second Arkab Legion and struck out initially heading to Galatea and hiring himself out as a mercenary. 

After three contracts as a a free agent he joined in on the ground floor of a new unit. When that fell through he retained a contracted Capellan Tech Team and the Striker and crew he contributed to the command. 

He is married to a Lyran national from Dar-es-Salaam (Tahira) and has two young children (Mustafa and Jamila) with her.
Title: Re: Collaborative Merc Unit
Post by: Daryk on 17 November 2018, 16:09:39
After some thought, I propose:

WVR-6M (64 points)
Veteran MechWarrior (Stefano Moro, a refugee from Anton's Revolt; 5 points)
Heavy Battlemech Recovery Vehicle (6 points)
Tech Team (10)

And 15 points into the kitty for either spares or more support forces.
Title: Re: Collaborative Merc Unit
Post by: Nav_Alpha on 17 November 2018, 18:28:47
I’m going to take a shot at one of the few heavy Mechs for the unit:

Warhammer WHM-6K (64 points)

Competent Mechwarrior (10 points)

Tech team (10 points)

And  the remaining 16 points going into the kitty to buy spares.

Formerly of the The Royal Rasalhague Army, or KungsArmé, Gustav Strom now seeks work as a mercenary. Raised on tales of pride from his famiky’a role in the war of  independence against the Dragon and the Ronin War, Gustav has craved adventure for some time.
But he found the peacetime army slightly lacking.
So, he’s taken the family machine and now seeks work as a gun for hire.
His tech pool is commanded by his twin sister, Freya who like Gustav is looking for something more. Rumour has it this beauty also broke a Fanjunkare‘s nose and fled after he suggested they get down for some extra duty in the Mechbay floor.
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 18 November 2018, 17:39:37
Great stuff so far guys :)

Ok, so far we have:

- A trusty old Kurita-style Warhammer 6K (no MG, +2 heat sinks) piloted by a FRR team.
- A Wolverine 6M (no AC5; LL, +1ML, +2HS, +1Tn armor) piloted by a veteran Marik mechwarrior and ex-Anton loyalist.
- A Phoenix Hawk piloted by an ex-Arkhab legion dude.
- A Striker vehicle (green crew)
3 tech teams
Heavy recovery vehicle

@Nav_Alpha: you get the main character to be Competent for free. You do not need to pay for it :) So you can have 10 extra points in spares and stuff or go for other improvements.

It seems that there are 2 things here
1. I did not define a time period, so we have a REAL veteran from marik space ("in my young years...") or the Free Rasalague Republic is no so consolidated. I think trying to fit both will mean that 3035 is the starting year. ronin wars just ended, and Anton has been dead for 20 years, so a young Stefano could have served and still be around. Sounds good too you? :) It means that we are in the renaisance period, but that low-level mercs are unlikely to have seen much of the new equipment yet since the Houses are reeuiping their own units with the brand new designs. it also means that older designs are not as scarce as they once were. Sounds fair to me.

2. The unit has a certain Draconis focus on it, with the warhammer and phoenix hawk coming from that area. if that means that it is pro-draconis or anti-kurita is something to be seen :)


The fluff of the WVR says that it shares the electronics with the PXH. Nice, and can simplify logistics. If nobody wants to include more stuff, I will add a second Wolverine to the force piloted by a MechWarrior with more will than skill (read: green pilot) that comes from a rich family and has some "daddy babysitters" units to keep an eye on him and try to prevent his early demise. If someone wants to include another Mech I can change that easily enough.

Wolverine WVR-6R (60)
Anton Gilenius, Green pilot (-10)
Jump platoon (FW3035; laser, Competent) (16) That one came up expensive!
Warrior H10 (transport, Green) (10) Not in period, but well, transport variants are not that hard to come by
Tech team (10)
Spares 10
Ammo 4


Anton is the son of the Gilenius family from Andurien. He is 19, and named in honor of the upstart that fought against his brother 20 years ago. He was the representative of the family in all official Marik events and they took great pains to highlight his name to annoy any Marik supporters. As they talk in private, they think Anton Marik was a moron, but so are all Mariks, so...

Being a tool in his parent's political career in the Duchy of Andurien, Anton grew hating his name. He wanted to go out and break from the tradition of "we are anduriens and we hate anything marik" so dominant in his house. So he decided to leave for Galatea. But well, his family is rich and he wa snot going to go to Galatea as a PBI anyway, so he took one of his family's mechs, a good Wolverine, with him.

His family did not approve of it, but well, "the kid was having a tantrum" and there was no way of stopping him without jeopardizing their reputation more than sending their second son to roam the stars,, so they decided to send a few people able bodyguards with him. Anton thinks that he convinced the 3rd jump infantry platoon to join him, but Lieutenant Cornelia Ryan knows best. You do not get jump infantry to join you so easily. The jump infantry have their own ride in the form of a converted Warrior for drop ops. Their main mission is to keep Anton alive.


So:
- Warhammer 6K (Gustav Strom, competent/veteran?)
- Wolverine 6M (Stefano Moro, veteran)
- Wolverine 6M (Anton Gilenius, green)
- Phoenix Hawk (Qasim ibn Fawzi al'Dabih, veteran)
- Jump platoon +VTOL transport (Lieutenant Ryan, competent)
- Striker
- Recovery vehicle

And then we have the Trojan and if you find it cool, a pair of light ASF (Sabre 27, Centurions, Sholagars, Thrush...).

Sounds like something! :) Clearly a bunch of veterans and a noob accepted in their midst because he brings some nice stuff with him :) An energy-heavy mech lance, with SRM and LRM for support.

Will review the Warchest rules to see how all this would fit there :) Anyone that wants to join in welcome :) If anyone wants to join with a different mech, I can make Anton be the leader of a small armor detachment instead. His background will not change much :)

Cheers,
Xavi
Title: Re: Collaborative Merc Unit
Post by: Daryk on 18 November 2018, 18:02:14
We're missing a medical team, and maybe a CSAR bird (a Ferret with Paramedic gear would work).  I'm pretty sure both would fit into the points left in the kitty...
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 18 November 2018, 18:16:39
I did not considered medical staff to be something to count for. Do you think it is important?
I am sure we could consider having a SOAR without much fuss. Or better (read: cheaper), just a packrat or so with a huge "ambulance" marker on it and equiped to do field surgery. the unit will also have flatbed trucks, general jeeps and transport vehicles and other general logistics stuff without paying for it. Only combat-capable stuff being counted, remember :)

Title: Re: Collaborative Merc Unit
Post by: Daryk on 18 November 2018, 18:22:56
Unless you're going to protect us from head hits, medical is definitely necessary... :)
Title: Re: Collaborative Merc Unit
Post by: Nav_Alpha on 18 November 2018, 18:49:15
I did not considered medical staff to be something to count for. Do you think it is important?
I am sure we could consider having a SOAR without much fuss. Or better (read: cheaper), just a packrat or so with a huge "ambulance" marker on it and equiped to do field surgery. the unit will also have flatbed trucks, general jeeps and transport vehicles and other general logistics stuff without paying for it. Only combat-capable stuff being counted, remember :)

Seeing as I have a few extra points in the kitty I might throw in for some med staff.

Over steins of Coventry Black Ale and PPC chasers in a fleapit Galatea bar, Gustav met Dr Hans-Martin Maximilian II. Aka Doctor Max. A former chief of reconstructive and cosmetic surgery at Claudius Steiner Private on Tharkad, Doctor Max found himself struck off in mid-3031 after a procedure went wrong and left 23-year-old up and coming model Anna Bekkee dead on his operating table. Subsequent tests found high levels of various recreational - and illegal - drugs in his system and he served two years for manslaughter.
In early 3035, the disgraced doctor found himself on Galatea offering cut price medical services for down on their luck Mercs.
Meeting Gustav was a godsend however - the doctor has recently discovered a bounty hunter hired by his victim's family is on his trail, and he's keen to relocate. Fast.
He's... somewhat cleaned up since his wild Tharkad days but still regularly feeds his vices.
He counted as a veteran level medic.
Title: Re: Collaborative Merc Unit
Post by: AlphaMirage on 18 November 2018, 19:03:05
Don't think we need the light ASFs, this unit isn't big enough to take hot drop raids, yet. 

Better to get conventionals, a Boomerang and maybe a pair of Meteors should be sufficient.
Title: Re: Collaborative Merc Unit
Post by: Nav_Alpha on 18 November 2018, 19:10:25
Don't think we need the light ASFs, this unit isn't big enough to take hot drop raids, yet. 

Better to get conventionals, a Boomerang and Meteor should be sufficient.  I also think the Warrior transport could be subbed with a Karnov

Rather than conventional fighters - maybe a pair of VTOLs? Two Warriors and swap out the Warrior transport for a Karnov, like you suggest.

@Elmoth - I like 3035 as a starting year. Fun times to be a merc! Also perfect for the Alpha Strike Mercenary book, which is well worth a read.

Based on that year, I think I'll make Gustav a veteran of the Ronin War and a former 1st Tyr jock. And bump his skill accordingly to veteran.
From my perspective, he has a fierce, burning hate of the Dracs - his father died resisting them during the long struggle for freedom and he personally saw their Ronin invade his homeland - leaving behind death and chaos.
I believe his relationship with Qasim is.... interesting. He sees the Arkab as a kindered spirit, also burned by the Dragon.

I love the Anton character! Perfect spoiled Mechjoxk who is either going to become a man or die in the attempt.
Title: Re: Collaborative Merc Unit
Post by: Daryk on 18 November 2018, 19:18:03
Heh... Anton just adds one more reason Stefano just... doesn't... ever... talk about... "the war"... :D

Now we just need a tech named "Manuel"...  ^-^
Title: Re: Collaborative Merc Unit
Post by: Nav_Alpha on 18 November 2018, 20:11:38
Heh... Anton just adds one more reason Stefano just... doesn't... ever... talk about... "the war"... :D

Now we just need a tech named "Manuel"...  ^-^

Maybe, poor berated Manuel can run the tank Platoon?
So, that Striker needs some companionship. I'd almost be inclined to go for a couple heavier tanks that mainly sit tight and protect the Dropper. Like a couple of Schreks? Maybe paired with a Galleon that scouts/spots for the Striker?
Title: Re: Collaborative Merc Unit
Post by: Daryk on 18 November 2018, 20:14:21
Or maybe one of those Drac Goblin variants that can haul an entire platoon...  ^-^
Title: Re: Collaborative Merc Unit
Post by: Nav_Alpha on 18 November 2018, 20:34:47
Or maybe one of those Drac Goblin variants that can haul an entire platoon...  ^-^

Well, the infantry are VTOL-borne. I wouldn't mind some decent armour holding the LZ in case we're need to come running/just to scare of death the local yokels.
Even some cheap Quicksell tanks.

Speaking of which (well... or not). It's getting to the point where this unit needs a name and such?
Title: Re: Collaborative Merc Unit
Post by: AlphaMirage on 18 November 2018, 20:46:42
Speaking of which (well... or not). It's getting to the point where this unit needs a name and such?

I think we should do a mission before we get a name.  Right now we're all effectively free agents bargaining to do a joint mission rather than a coherent unit.  Some B-reel of the various teams running into each other/feuding with one another would make for an amusing story.

Also should we start an IC Role-playing/Narrative Thread?  I could also start an obsidianportal site if you're interested (signing up as a player is free and I still have a premium membership)
Title: Re: Collaborative Merc Unit
Post by: Daryk on 18 November 2018, 20:56:01
The MG variant Goblin is only 16 points (the stock is 15, but only carries a squad).
Title: Re: Collaborative Merc Unit
Post by: Nav_Alpha on 18 November 2018, 21:04:59
I think we should do a mission before we get a name.  Right now we're all effectively free agents bargaining to do a joint mission rather than a coherent unit.  Some B-reel of the various teams running into each other/feuding with one another would make for an amusing story.

Also should we start an IC Role-playing/Narrative Thread?

The mission brings us various parts together and after we curse our employer’s sudden but inevitable Betrayal we decide its best to stick together or something like that?
Like it a lot.
A tense couple scenes as everyone comes together at the behest of a sleazy liaison, an argument in the Mechbay over who gets first maintence run and then the eventual fight that goes horribly wrong but sees us all come together...

I’m down with the IC chat thread. Elmoth is running this - so maybe he should do it.
Plus, he can rename it when we eventually get a name, etc.


Title: Re: Collaborative Merc Unit
Post by: Elmoth on 19 November 2018, 02:14:48
Sounds good to me.

Karnov it is. I dont know what I was thinking withbthe transport Warrior when there is a dedicated air transport unit already! Good catch.

We have one unit of frontline infantry (well, as much as regular infantry is frontline in BT...I was thinking as a kind of backup unit for raiding behind enemy lines, so we can play highly siccessful ops like... Market garden), but maybe we can get a unit of regular foot sloggers for acting security if you want. A unit of the extreme quality Scorpions (both normal and LRM variants to help the Striker) could work as well. Say, 2 normal scorpions (11 pts each) and 2 LRM variants (14 each). 50 points total. That and 30 Green foot sloggers that do not know what they are doing sounds like the kind of unit we could use :P

Collaborative means that I plan to try to push this forward if it gets stuck, but that anyone has as much a say as I do, so go ahead and start the in character thread :) EDIT: just started it myself. Let's see if you like that start. I opened it in this forum, but could go into Non Canon Units as well since it is kind of an hibrid. 


For a mission, a small corporate raid sounds about right. We are not a House-worthy unit at all yet.
Title: Re: Collaborative Merc Unit
Post by: Daryk on 19 November 2018, 05:33:12
My alarm didn't go off this morning and I'm running late, so a proper post will have to wait until after I get home from work tonight.
Title: Re: Collaborative Merc Unit
Post by: Nav_Alpha on 19 November 2018, 06:18:25
So, do we just reply in the new thread? I’m new to this sort of RP. But keen, obviously.
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 19 November 2018, 06:27:37
There is not much of a structure yet, so we can decide whatever we want :)
Replying to the IC thread is perfectly fine for me. The only thing I would avoid is putting too much words in another player's creation before his lilely reaction/thoughts has been established in broad strokes by the original designer. Or killing anyone. Yet :P Kowalski and Amanda are up for grabs, feel free to use them.

Now we need to decide on mission. I think a corporate raid would be good. Any ideas?

If anyone wants to discuss anything before posting (an idea, a development, how a character would react...) we can discuss it here before posting to the IC thread.

I just noticed that deckker is just 40 years old in 3035. Now I feel terrible for calling him "old man" when he is my age  ;D ;D ;D Well, he is bald and lame, so he can be said to be old in the soul :) He was a baby during the aurigan reach conflict!!! Miranda Aguilera (Behemoth) is just 43. She will need to have suffered crippling combat damage not to be running a mech herself anymore. feel free to introduce that detail if it suits your narrative :)


Title: Re: Collaborative Merc Unit
Post by: AlphaMirage on 19 November 2018, 06:30:51
I was thinking a mission for Free Capella in the Terra March would work for this size group.  Something like an extraordinary rendition since we have infantry to get in there and grab the person before departing.
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 19 November 2018, 06:40:38
Sounds good. Grab a high value target (a defecting scientist team and their research?) and make a run for it? Paratroopers could certainly help here slipping unnoticed in and out while mechs run interference and draw attention to themselves.
Title: Re: Collaborative Merc Unit
Post by: Nav_Alpha on 19 November 2018, 06:57:10
So, are Amir and Miranda permanent characters? Or are they making a brief appearance before we take over?
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 19 November 2018, 07:11:41
Mirnada is not around at the time. Amir will not fly with you. He is your boss, but will remain in Galatea.

My idea for Reach Enterprises is that they have 2 dropships. Miranda commands one while Kowalski commands the other. Miranda is the big boss. They will be around as the owners of the dropships, but do not need to fly with the unit. Miranda has the company's ASF assets somehwere else right now.

Amanda Medvedev is kinda permanent. Well, as long as she is not dead. She is the captain of the dropship. Manuel the techie is also permanent if you want :P
We need a name for the dropship, BTW.

As I see it, Reach Enterprises was founded by Behemoth and Dekker after they left the Aurigan Reach with a substantial amount of money. Things went well at first, and they amassed around 2 lances of mechs while pirate hunting and doing raiding for the great houses for a few years. Things went south in the 4th succession war, since they were stationed as garisson fprces for the Capellans. there they lost their mech assets and the dropships only made it out because they were hauling cargo somehwere else. So they kept flying with their dropships and ASF protectors while rebuilding their resources. Doing contract ground work is their attempt to get back into battlemech business, first with short term contracts and peopkle that have their own mechs to test the waters, and then maybe asking them to join on a permanent basis or they decide to buy new mechs for the company instead of relying on freelancers...


But a lot can hapen here. Maybe the company goes bankrupt before that happens. Maybe they die, maybe the player characters decided that thanks, but no and decide to go have their own unit... Lots of options. :)

Xavi
Title: Re: Collaborative Merc Unit
Post by: Sharpnel on 19 November 2018, 07:24:43
Repost in new post



Title: Re: Collaborative Merc Unit
Post by: Elmoth on 19 November 2018, 08:00:26
Nice. :) Another light mech. Only problem is that mechs (and ASF) cost double their MUL points, so the Locust should be 38 points. You could fit it by having a competent mechwarrior and no supplies. or no tech crew.

We have plenty of space, so having more than 4 mechs should not be a problem at all. We are inventing the Star before the clans reach the IS  ;D

Coupled with the scimitars we have a nice recon unit. I will edit the other thread slightly to make space for more mechs in the conversartion between Dekker and the dropship captain.
Title: Re: Collaborative Merc Unit
Post by: Nav_Alpha on 19 November 2018, 08:06:41
Just one thing I would consider is changing the names from the HBS games... just to be sure we’e totally independent of any plans with the game, etc
Loving everything though!
Title: Re: Collaborative Merc Unit
Post by: Sharpnel on 19 November 2018, 08:11:35
n/m
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 19 November 2018, 08:40:06
Oh, the reference to HBS game is totally unnecessary, but I thought it was neat, confirming the existance of the reach but also its demise. Any other people that prefer to keep it out?


COMMON ASSETS
Regarding common assets, anything to add?

1. Infantry. A platoon of infantry for security purposes in the landing zone is always good. A green motorized platoon (LRM) should be enough to keep nosy troops away. 7 points.
2. Support light vehicles for that poor lone Striker :). Since we are going cheap, a green Scorpion lance (2 normal, 2 LRM) should do it. 50 points exactly.
3. 2 tech teams to maintain the dropship and other vehicles. 20 points.
4. Spares. 15
5. Ammo. 8
6. Flatbet trucks. Half a dozen
7. An ambulance APC.
8. A cargo Ferret that can double up as a personnel recovery vehicle.
9. Heavy recovery vehicle "Martha"

Do you want warrior VTOLS?
Title: Re: Collaborative Merc Unit
Post by: AlphaMirage on 19 November 2018, 11:52:18
Oh, the reference to HBS game is totally unnecessary, but I thought it was neat, confirming the existence of the reach but also its demise. Any other people that prefer to keep it out?

Do you want warrior VTOLS?

Question 1 - Don't really have a preference, if we start on Galatea we are already on the far side of the Inner Sphere from it.
Question 2 - I don't think we need the Warrior VTOL (a Karnov is plenty of space for the laser platoon plus Medevac and having the option to use it for Rescue missions) or additional infantry (particularly infantry as they drain payroll).  Regular scorpions should be enough to keep infantry at bay and if necessary support the Striker tank.

Everything else seems fine though.
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 19 November 2018, 13:06:18
Great post Alpha Mirage!
We can do 2 things. Integrate the pink envelope into the narrative (make clear that Kowalskis mission is worse than the free capella alternative) or run 2 missions: one rescue mission for free capella and one to hit a supply line for Irían industries, for example.
Title: Re: Collaborative Merc Unit
Post by: Sharpnel on 19 November 2018, 13:27:23
Spad-502 [Competent] - 40 [40] Flight Leader Badrani 'Bad Penny' Pennington

Sabre Sb-27 [Competent] - 48 [38+10] Pilot Akane 'Shredder' Tonoe

Tech team = 10 pts


Title: Re: Collaborative Merc Unit
Post by: Daryk on 19 November 2018, 16:01:09
Unless I'm reading the wrong table, the infantry LRM launcher isn't available until 3057.  There's an easy fix, though: the Intek Laser Rifle!  It's a Standard weapon (so no movement penalty), and is no more expensive or rare than a vanilla laser rifle.  Squads of six (assuming Auto Rifles for the others) will still do 3 points of damage out to 3/6/9 range (the same as the LRM would do).

I'm off to my AToW spreadsheet to see what I can do for Stefano...
Title: Re: Collaborative Merc Unit
Post by: AlphaMirage on 19 November 2018, 16:11:48
Great post Alpha Mirage!

I did write almost two novel length pieces of fiction for this game {Mercs Unleashed, Ian Davion, Golden Lion, and my Katherine saga, some of you are familiar with them (Sharpnel and I think Nav_Alpha at least)} although only a few of those scenes ever happen on Galatea.  I prefer Westerhand, the Confederation treats its mercs well and has better terms if you know how to work the system because they are desperate.  However it doesn't get better till Sun-Tzu takes over and he's only like 3 at this time so that is going to be a while.

I am not going to detail the operation in the pink envelope.  Someone can feel free to use its contents or my character to express their own interests.  However I say (IC and OOC) that if we are going to raid an Irian Arms facility and rendition someone in the Sarna March that we might be able to do both and reduce the (admittedly arbitrary) jumpship cost to move our drop ship.  That would give us a hell of a reputation that we get things done.

@ Sharpnel - Spad nice for merc work, although I believe you can take 10 points off for Badrani's competence and use it for a tech team.  You get a free competent character per the original post.
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 19 November 2018, 16:40:55
AlphaMirage is right. The main character is competent by default, so you have 10 points remaining. Some spares would be good to have, or a tech team, whatever you prefer. Later I will update the rules with what I think are sensible maintenance and repair costs. You need both techs and spares in any case. Spares is basically "other stuff" (money, actual spares, fuel, electronics, a new tail fin...) while tech teams are what uses those spares to keep the machines operating. Easy, duh xD
Title: Re: Collaborative Merc Unit
Post by: Sharpnel on 19 November 2018, 16:57:48
Changes made
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 19 November 2018, 17:21:40
I upgraded the first post with entries for maintenance and repair costs and added the option to make custom changes to vehicles. Feedback appreciated.

Transport costs for drop ships are not included, being considere dto be part of the contract that is negotiated, but that can change if you want.

Cheers,
Xavi
Title: Re: Collaborative Merc Unit
Post by: Daryk on 19 November 2018, 17:34:00
Customization?  Cool... I'll have to go check that out before surrendering the rest of my 100 points, then.  Speaking of which, is Martha the Recovery Vehicle I paid for?

I haven't even tried to balance him yet, but here's the rough outline I'm looking at for Stefano:

Born 2995 to a Blue Collar family (10 years), who sends him to a Military School (6 years).  From there, he enlists in the FWLM, and picks up Anti-Mech Infantry training (3 years), but ends up using it against the FWLM during Anton's Revolt (Guerilla Insurgent module, 6 years).  After the Revolt, he "settles down" to the life of an Agitator (4 years), which inevitably leads to Organized Crime (5 years).  Finally escaping the FWL, he turns up at the Blackjack School of Combat to learn how to drive the Wolverine he smuggled out of the FWL with him (3 years with OCS).  From 3032-3035 he does a Tour of Duty as a mercenary lance leader, and washes up on Galatea as a 40 year old Lieutenant with a Dark PastTM.
Title: Re: Collaborative Merc Unit
Post by: Daryk on 19 November 2018, 17:35:22
So... will 5 points get me a Blazer Cannon in place of the Large Laser and SRM on the WVR-6M?  :)
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 19 November 2018, 17:47:12
I am no expert in CBT rules at all, so I will allow clearer heads to comment on that one. I think that in terms of Alpha Strike, the battle value of the mech would stay the same, I think, so it would be no problem.

Stefano being double the age of Anton places them in "awesome mechwarrior" area for he youngster. Sounds like a dark and interesting character. We have quite a mixed collection of characters here. I like it.
Title: Re: Collaborative Merc Unit
Post by: Daryk on 19 November 2018, 17:50:46
Heh... the trick being that he's only had 3 years of experience as a MechWarrior...  ^-^
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 19 November 2018, 18:10:21
My only concern would be if he deserves Veteran status with 3 years as a mech jock. Apart from that the story looks great as a background to dig for plot twists, contacts and story ideas.
Title: Re: Collaborative Merc Unit
Post by: Daryk on 19 November 2018, 18:14:06
I'll let you know how many levels of gunnery and piloting shake out of AToW.  I could also move the Organized Crime module to after Blackjack, giving him 8 years experience as a MechWarrior.
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 19 November 2018, 18:21:09
So resources:

- Trojan dropship

- Spad 502 ASF (Flight Leader Badrani 'Bad Penny' Pennington, competent)
- Sabre 27 ASF ( Pilot Akane 'Shredder' Tonoe, competent)

- Warhammer 6K (Gustav Strom, veteran)
- Wolverine 6M maybe modified (Stefano Moro, veteran)
- Wolverine 6M (Anton Gilenius, green)
- Phoenix Hawk (Qasim ibn Fawzi al'Dabih, veteran)

- Striker
- 2 Scorpion (LRM)
- 2 Scorpion (normal) (all units Green)

- Jump infantry platoon (Lieutenant Cornelia Ryan, competent)
- Karnov (Green)

- Motorized laser platoon (Lieutenant Stephan Ambrose, green); used for security more than anything else.

- Heavy recovery vehicle (Martha, the one provided by Daryk)

- 6 flatbed trucks (to say a random number; I am not counting those just saying that we have them)
- Assorted jeeps


Sounds good?
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 19 November 2018, 18:22:29
No no, it is not a problem. Just that it sounded short to be a veteran. If he spent 3 years in a hell hole being shelled daily I can see he being a perfect veteran by the end of it :) Just that 3 years sounded short at first sight.

Regarding modifications, maybe it is better if we leave them out unless someone has a really strong inclination for it ("I have always craved to have a locust with an arms!!!"). After all the idea was KISS, not to put a lot of extra rules in.

Cheers,
Xavi
Title: Re: Collaborative Merc Unit
Post by: Daryk on 19 November 2018, 18:40:15
I am a Blazer Cannon fanatic, so I at least fit the "really want" criteria.  It also turns Stefano's Wolverine into a completely energy based 'mech, simplifying logistics somewhat.

I'm up to the end of his Agitator module at the moment.  That plus Insurgent and his Anti-Mech training make him VERY scary out of 'mech.  I'm really not sure how many points I'm going to have left for 'mech skills when I get there...
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 19 November 2018, 18:58:01
this is for everybody's enjoyment, so go for it. Super dupper blazer cannon it is :) I hope he also wears a blazer ou of the mech.  ;D


Ok, let's look at THE MISSIONS! Suggestions, so feel free to comment and say alternatives.

PINK MISSION:
- Contractor: ???? (Maskirovska? A mafia organization? Both?)
- Objective: Retrieval of a person of interest from a FedCom prison.
- Intel: The prison is lightly garrisoned, with a light mech lance OR a few vehicles but the place has fixed defences.
- Command: DYI, so full rights.
- Salvage: Full rights.
- Payment: 1 month worth of costs (that is 20 points for our unit) +20 points.
- Jumpship costs paid.
- distance, 1 long jump.

REACH ENTERPRISES MISSION
- Contractor: undisclosed, corporation.
- Objective: Raid on a civilian level fusion engines production line in Kurita space. Reasons of why this is important undisclosed.
- Intel: Yin&Yang Corporation is a major power in planet XXXX, even if they are not in the broader universe. They control the production facilities around the main city of the planet, and according to the contractor "need to be taught a lesson". Go in, cause as much damage as possible to infrastructure and get out. there are 3 buildings specially marked in the satellite map images as top priority. Defences are liekly to be a few infantry platoons and some light mechs.
- Command: Full rights. 
- Salvage: 50%.
- Payment: half a month worth of costs (10 pts) + 5 points per destroyed priority building.
- Jumpship costs paid.
- Distance, 1 short jump.


Sound good?
Title: Re: Collaborative Merc Unit
Post by: Nav_Alpha on 19 November 2018, 19:20:03
Just posted over in the IC thread - let’s get this staff meeting started and talk contracts!
Title: Re: Collaborative Merc Unit
Post by: Daryk on 19 November 2018, 19:36:06
OK, I just got Stefano to balance, though I'm not sure if spending 800 points on his 'mech is right.  He ended up with a 7 WILL and 7 levels of Small Arms backed with 5 levels of Quick Draw.  His other level 5 skills are: Gunnery/'Mech (base 3), Leadership, Perception, Martial Arts.  At level 4, he has: Piloting/Mech (base 4), Career/Soldier, Negotiation, Tactics/Infantry, Demolitions, Streetwise/FWL, Protocol/Mercenary, Interrogation, and Driving/Ground (he may have stolen Martha himself!).  I'm strongly considering tweaking things so he can take the "Urban Guerilla" Special Pilot Ability from the AToW Companion.
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 20 November 2018, 02:14:32
Not very familiar with AToW myself but go with the fluff. Make the character you want included in the story, not what the rules would allow you. That is how I think about characters at least :)

So Stefano seems to be a gunslinger duellist. Probably a hitman. And he has a big bad Wolverine horse. I can picture him wearing a blazer and a hat as his usual attire ;D A classy gunslinger. Kill them, but do so stylishly. And then he goes all black for groundpounder and no nonsense work and the demo charges start going off.

Stefano is against the jailbreak then. Interesting. Let's say that this is because the one that is to be rescued is actually controlling the jail from the inside and La Famiglia wants him in. And the Triad wants him out so they can push for control of the place. That could be something! Makes for an interesting escenario for the mission.
Title: Re: Collaborative Merc Unit
Post by: Daryk on 20 November 2018, 03:17:36
Sounds like a plan... I'll take some points out of paying for his 'mech and sink them into Urban Guerilla.  :thumbsup:
Title: Re: Collaborative Merc Unit
Post by: AlphaMirage on 20 November 2018, 13:10:59
Ok, let's look at THE MISSIONS! Suggestions, so feel free to comment and say alternatives.

PINK MISSION:
- Contractor: EDIT:  Free Capella (Tormano Liao)
- Objective: Retrieval of a person of interest from a FedCom prison.
- Intel: The prison is lightly garrisoned, with a light mech lance OR a few vehicles but the place has fixed defences.
- Command: DYI, so full rights.
- Salvage: Full rights.
- Payment: 1 month worth of costs (that is 20 points for our unit) +20 points.
- Jumpship costs paid.
- distance, 1 long jump.

REACH ENTERPRISES MISSION
- Contractor: undisclosed, corporation.
- Objective: Raid on a civilian level fusion engines production line in Kurita space. Reasons of why this is important undisclosed.
- Intel: Yin&Yang Corporation is a major power in planet XXXX, even if they are not in the broader universe. They control the production facilities around the main city of the planet, and according to the contractor "need to be taught a lesson". Go in, cause as much damage as possible to infrastructure and get out. there are 3 buildings specially marked in the satellite map images as top priority. Defenses are likely to be a few infantry platoons and some light mechs.
- Command: Full rights. 
- Salvage: 50%.
- Payment: half a month worth of costs (10 pts) + 5 points per destroyed priority building.
- Jumpship costs paid.
- Distance, 1 short jump.

Bolded alterations

@ Elmoth - What defines a short or long jump transit?

The two contacts are reasonable.  Qasim still thinks we should try to do both (Short hop to Combine then follow through to the Sarna March or inverse if we decide the prison break is time sensitive).  He will only have a minor issue with attacking the Dracs if its an Azami world but will sleep soundly otherwise.  He does care about the Salvage rights on #2 however and thinks we are getting ripped off unless the suits provide more benefit (preferably in discounts for future business or "gifts.")
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 20 November 2018, 16:47:48
Bolded alterations

@ Elmoth - What defines a short or long jump transit?

Nice change thx.

Short and long are just a brain fart of mine. Ignore. The idea was to make the prison mission somewhat longer in transit distance, but not by much. It can be the other way around. I did not want to put more than 1 jump to avoid long transit times. Recharge times are around a week, IIRC, and I do not want the unit to be away that long. Say, one is 1t light years away and the other 30. It is still a single jump, but maybe there are some cost considerations. Not this time, but in future jumps. You could ignore it as easily :)

If anyone wants to propose concrete planets, be my guest. I have had the kid ill all day and couldn't post. Same if anyone wants to set up the meeting.

Salvage rights at 50% should not be very problematic in this mission but it is something that the characters can surely discuss. It can be a good thing to discuss in fact :)

Cheers
Xavi

PS: i just had a vision of why Kowalski is not piloting anymore. He has a bad case of radiation poisoning from jumping around in his spider. He might be done in a few missions... I plan to depict him as ill if nobody objects.
Title: Re: Collaborative Merc Unit
Post by: Nav_Alpha on 20 November 2018, 17:25:20
I would be leaning more towards the Reach contract as it seems more on the up and up.
But I could see us heading to the Sarna March after for the jailbreak.
Title: Re: Collaborative Merc Unit
Post by: Daryk on 20 November 2018, 17:40:16
Should I have the La Famiglia offer a better job that conflicts directly with the jail break (like, say, fend off a merc unit making a run at an "undisclosed facility" on that planet)?
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 20 November 2018, 17:52:35
I see no problem with either case. Or maybe they can change the target together rad to strike at the triads inside the jail. Maybe we are complicating it too much for starters, though LOL
Title: Re: Collaborative Merc Unit
Post by: Daryk on 20 November 2018, 18:22:06
If Stefano loses the argument at the staff meeting, I'll have him go back to the Consigliore, who can introduce the job at that point.

Also, for the Jump Laser Platoon, I recommend swapping their vanilla Laser Rifles for Inteks (which are the same price), and giving them a single Automatic Grenade Launcher per squad.  That will increase their range to 3/6/9 and boost their damage to 3 points per squad without impacting their movement rate. AND it'll cost less up front (ongoing ammunition is another matter).  If you want to stay all laser, swap all but one Laser Rifle for an Intek.  That will increase the range without reducing the damage (the single vanilla Laser Rifle becomes the sole Secondary weapon).
Title: Re: Collaborative Merc Unit
Post by: AlphaMirage on 20 November 2018, 21:17:03
I propose the following planets for the contracts.

Combine Civilian World - Kaus Media

Prison Break - Devil's Rock

The two worlds are four jumps apart (I have a spreadsheet). The Rock Is two jumps, KM is three from Galatea.
Title: Re: Collaborative Merc Unit
Post by: Nav_Alpha on 21 November 2018, 00:18:57
I propose the following planets for the contracts.

Combine Civilian World - Kaus Media

Prison Break - Devil's Rick

The two worlds are four jumps apart (I have a spreadsheet). The Rock Is two jumps, KM is three from Galatea.

And Kaus Media has no garrison in 3035. So just militia to see off
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 21 November 2018, 01:35:17
I propose the following planets for the contracts.

Combine Civilian World - Kaus Media

Prison Break - Devil's Rick

The two worlds are four jumps apart (I have a spreadsheet). The Rock Is two jumps, KM is three from Galatea.

Great. It takes a while to do our tour (somewhat more than 2 months if we need 1 week to do each jump (official time IIRC) so I will up the payment of each contract by +10 to take that into account: basic payment is supposed to equal your basic expenses after all. Apart from that we are set. If someone wants to start the staff meeting (or do the whole thing) go for it. :)

Regarding he jump laser platoon, do what suits your table and style. At my table we use alpha strike rules and a lite RPG, so these changes would not matter much narratively. However, if those are important in AtoW and/or CBT, there is no problem at all to change the equipment to the one suggested. All this is a rough guideline of the resources we have. Feel free to modify stuff to suit your style.

Another thing to consider is combat names for the MechWarriors. The ASF pilots already have them.

For Anton I think "Conflagration" is grand and laughable enough. Veterans can call him "Comfy" to his chagrin.
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 21 November 2018, 06:18:30
Well, I started the staff meeting. Anyone can chime in :)
Title: Re: Collaborative Merc Unit
Post by: Daryk on 21 November 2018, 07:14:55
On the infantry: cool... I'll tweak them as I've suggested.  They'll be cheaper and more effective at the same time.  Maybe cheap enough to pick up that Goblin variant.
Title: Re: Collaborative Merc Unit
Post by: Daryk on 21 November 2018, 08:49:09
Hmmm... I'm not seeing any logical correlation in the MUL between BV and PV.  From the AToW/TW perspective, here's what I'd like to see:

Foot platoon (30 broken down into 5, 6-trooper squads; we can do Taurian squads (3x10 troopers) if you prefer):
4 Auto Rifles and 2 Intek Laser Rifles per squad (3 points of damage out to 3/6/9 range; 13 points of damage as a platoon; Taurian organization would be 5 points per squad, or 15 as a platoon; the differences are due to rounding).
Since this is Galatea, surplus Lyran armor jackets should be easy to come by.  They have an armor divisor of 2 without a movement penalty, and are ridiculously cheap.  Lyran helmets would be sweet, but Drac ones are cheaper.
Load Bearing Packs, Compasses and Basic Field Kits for all.
For the squad leaders, Rangefinder Binoculars and Vibroblades.
One Solar Recharger per squad (they're only 1.5 kg).
For transport, either 5 jeeps (which don't have PVs), or the MG variant Goblin (16 points) (vice being motorized).

Jump Platoon (21 broken down into 3, 7-trooper squads as normal)
6 Intek Laser Rifles and 1 Heavy Grenade Launcher per squad (3 points of damage out to 3/6/9 range; 9 points of damage as a platoon); there is no movement penalty for only one support weapon per squad.
Surplus Lyran armor jackets again for the divisor of 2 without a movement penalty.
Same basic and squad leader equipment as the Foot Platoon.
For transport, the Ferret should be able to move one squad, and the Karnov can carry them all (and then some).  We could also get them a few jeeps (probably 4 since their jump packs are heavy).

In C-bills:

Inteks cost 750 less than LRM Launchers (a total of 7,500 saved, or 4,500 if using Taurian organization), while the Heavy Grenade Launchers are 250 more than a Laser Rifle (only 750 extra).  Inteks cost exactly the same as generic Laser Rifles.

Lyran jackets are 350 each, or 437.5 with camouflage (which is worth a +1 to be hit in the appropriate terrain, a total bargain).  Lyran helmets are 300, where Kurita ones are only 200 (the difference is mostly down to included electronics; the Lyran ones have IR and Night Vision, but also the best protection).

Load Bearing Packs, Compasses and Basic Field Kits are 10 C-bills each, and Rangefinding Binoculars and Solar Rechargers are 200.  Vibroblades are 100 each.
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 21 November 2018, 09:52:12
JUst to clarify what I thought when I started the thread.

As far as I know (and I might be really wrong here) the MUL is constructed for Alpha Strike, not classic battletech or ATOW. Alpha Strike is a MUCH simpler system than either of the 2 other core games supported by Catalyst. As such, the level of detail that you seem to be searching for is simply not there. The basic parameters of AS unit definition seem to be:

1. 1 hit point per 5 tons. Mor eor less half those points are armor and the other half is internal structure.
2. Add together all the weaponry that can shot at short medium and long range. Max out their damage. Divide that total by then: tha tis the number for damage. So if at medium range a Vindicator can shot a PPC (190 max damage), LRM5 (5) and ML (5), the vindicator will do 2 points of damage at medium range.
3. Add some fancy special rules.
4. Movement to hit modifier depending on how fast the unit is in terms of CBT.
And that is more or less it. Then there are other parameters that influence how the mech is designed, but a wolverine and a shadow hawk are not significantly different. 

The idea of using MUL costs was because they are easy and easily accessible to everybody (online resource) and correspond well with a simple 100 point system :) And the units are defined in broad strokes, not detailed. What we end up is knowing that we have "a platoon of laser armed jump infantry". We add the extra parameter "they are competent". And that is it. Their exact equipment is not there except the fact that they have lasers and they jump :) So, the idea of the whole thing is that we have a framework for the troops available. Exact details are totally open to each gaming group that wants to contribute to the story.


Once you use those on the battlefield you can micromanage them as much as you want happily, especially if you use rulebooks other than Alpha strike. My groups will do that if we play any of the smaller scale ops, for example. In the se cases you are just "limited" by the fact that we have a unit of competent laser jump infantry. Exact equipment is up to you to run the escenario. :) You could give them flashlights and springs in their feet (it fits the broad description). Or you can go the way you are going. Both approaches are 100% fine. My table uses a VERY simple RPG system (in our grognard age we do not like rulebooks with more than 3 or 4 pages of actual rules) so the level of detail you are using would not suit us. It is fantastic, and we will certainly use this kind of stuff for descriptive details, but not for actual rules. For us a laser rifle is a laser rifle. And the rules are the same as those of a slugthrower and a pulse laser rifle: a 2 handed big stick that throws death at your enemy when you pull the trigger :) 


The rules seem to have worked well enough in constructing a unit collaboratively, and the resources that we ended up with seem sensible. I like that :) But there is A LOT of margin for personal interpretation and actual game usage.

Sounds fair?

Cheers,
Xavi
Title: Re: Collaborative Merc Unit
Post by: AlphaMirage on 21 November 2018, 10:21:06
JUst to clarify what I thought when I started the thread.

As far as I know (and I might be really wrong here) the MUL is constructed for Alpha Strike, not classic battletech or ATOW. Alpha Strike is a MUCH simpler system than either of the 2 other core games supported by Catalyst. As such, the level of detail that you seem to be searching for is simply not there. The basic parameters of AS unit definition seem to be:

The rules seem to have worked well enough in constructing a unit collaboratively, and the resources that we ended up with seem sensible. I like that :) But there is A LOT of margin for personal interpretation and actual game usage.

Sounds fair?


Seems fair to me.

I believe that the MUL is there for Alpha Strike since you can print out the cards from the interface without issue. 

For the fluff Daryk you can describe the infantry however you like as long as they are the generic Infantry type described on the card.  I do like the Taurian squad organization though working with the former Aurigonians(?) I don't think it changes their stats in AS but it makes for an interesting IC description.  Maybe they have a turncoat Taurian Sergeant or Lieutenant as a commander.
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 21 November 2018, 10:28:51
I do like the Taurian squad organization though working with the former Aurigonians(?) I don't think it changes their stats in AS but it makes for an interesting IC description.  Maybe they have a turncoat Taurian Sergeant or Lieutenant as a commander.

Looking at sarna.net, it seems they are organized as 3 squads of 10 (and 6 subsquads of 5), not 4 squads of 7 for a total of 28 men like generic IS infantry. For me, we can run with that.
Title: Re: Collaborative Merc Unit
Post by: Daryk on 21 November 2018, 12:51:53
Yes, the Taurians use 10-trooper squads, and get three per platoon.  That does simplify equipping them.  I'm about to get on the road for the holiday, but should have internet access on the other end.  We'll see how it goes (I usually have some level of IT maintenance to do where I'm going, so it may not be tonight).

If Alpha Strike really strips out that much detail, that's one more reason I haven't picked it up.  Not all infantry units are created equal.  Going with the Inteks and Auto-Rifles for the foot platoon gets the unit to 2 points of damage at Short and Medium range as a platoon (I think).  Similarly, I think the Jump Platoon gets only 1 point at Short and Medium (since there are 9 fewer of them), but at least they move faster.  I think the armor divisor is critical, even at the Alpha Strike level of detail, as it effectively doubles how much damage the platoons can take.
Title: Re: Collaborative Merc Unit
Post by: Nav_Alpha on 21 November 2018, 18:35:02
What about something like this:

http://www.sarna.net/wiki/Anti-%27Mech_Jump_Infantry

http://www.masterunitlist.info/Unit/Details/5463/anti-mech-jump-infantry-third-ueda-infantry-third-drakons
Title: Re: Collaborative Merc Unit
Post by: Kitsune413 on 21 November 2018, 18:56:22
Man. Not letting a guy get in as a Sea Fox or a Marik Roma. Making life hard in this roleplay.
Title: Re: Collaborative Merc Unit
Post by: Daryk on 21 November 2018, 18:57:23
I think that's about what the Alpha Strike stats would look like, but the Heavy Support Lasers are WAY heavier than the Heavy Grenade Launchers (300kg vs. 18kg).  That doesn't explain the full 6 ton mass of the FRR platoon, as per Tech Manual an Anti-Mech Jump Platoon should only weigh 4 tons (and that's rounding up to the nearest half ton).  I have no idea where Sarna got 6 from.  Even adding a ton for the Support Lasers would only get to 5.

For Kitsune413: if an Anton loyalist can get in, a Roma should certainly be able to...
Title: Re: Collaborative Merc Unit
Post by: Kitsune413 on 21 November 2018, 21:36:47
Elite Leader - 20 points
Field Medic x 5 = 10 points
Tech Team - 10 points
M.A.S.H. Truck - 7 Points
Cobra Transport VTOL (MASH version. The one with paramedic equipment) 18. + Competant +10

25 points of supply. (spares.)

Leader - Dr. Lel Kaleja

From the Free Worlds League planet of Marik, Lel came from a technically gifted Roma family. earning a Scholarship to the Princefield Military Academy his grades there qualified him to become one of the League's Field Surgeons. While his academic gifts kept him insulated from the hazing the nobles at the academy meted out upon those born without rank, it still fostered a dislike of nobles in the young man.

After a tour with the League's armed forces he was discovered harboring fugitives from the Marik Civil War and subsequently lost his license to practice. He found his way to a Mercenary hiring hall shortly after that.
Title: Re: Collaborative Merc Unit
Post by: Kitsune413 on 21 November 2018, 22:00:59
The Cobra might be a problem. It's got two anti missile systems. So that's not ideal. The Kestrel is pretty rare.

The SOAR is a good option: http://www.sarna.net/wiki/Soar

But has no point value. (and is incredibly vulnerable to weapons fire.) The BV value of a Cobra compared to a Soar is 12 times more. Soar's have a capacity of 6 people, but 4 are wounded. So 5 Soar's to match up with the field medics would work.
Title: Re: Collaborative Merc Unit
Post by: Daryk on 22 November 2018, 07:30:00
A Karnov could work too...
Title: Re: Collaborative Merc Unit
Post by: Sharpnel on 22 November 2018, 07:34:04
The Cobra might be a problem. It's got two anti missile systems. So that's not ideal. The Kestrel is pretty rare.

The SOAR is a good option: http://www.sarna.net/wiki/Soar

But has no point value. (and is incredibly vulnerable to weapons fire.) The BV value of a Cobra compared to a Soar is 12 times more. Soar's have a capacity of 6 people, but 4 are wounded. So 5 Soar's to match up with the field medics would work.
You can strip the AMS off the Cobra and replace MGs or add more cargo/armor. As it would likely be non-combat VTOL, I think we could allow this one minor cuctomization. Then again the Karnov works as well
Title: Re: Collaborative Merc Unit
Post by: Kitsune413 on 22 November 2018, 08:25:38
The Karnov needs modified to have paramedic gear on it. But yeah, either way.
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 22 November 2018, 09:25:16
OK! A whole medical team! We already had a doctor (from Nav_Alpha) and transport (the jump infantry's karnov was supposed to do that role as a secondary use) but can adapt :) My only thing is that a MASH truck seems a little big for what we are fielding right now, no? 4 mchs, infantry platoon (or 2) and a few vehicles.
EDIT: I just saw that you already took Dr. Max into account in the IC thread. Nice.


BTW: I made ammo cheaper in the original rules. Otherwise energy based mechs had it much better off. They *are* supposed to have it better, but ammo needs to be available. So, for each build point you get 2 ammo, not 1. As usual, this is totally experiemental  an subject to comments.

Cheers,
Xavi
Title: Re: Collaborative Merc Unit
Post by: Daryk on 22 November 2018, 09:36:23
Nav Alpha, I just looked up several infantry units with an Armor Divisor of 2, and it looks like that gives them 4 armor if they're foot and 3 if they're jump.  Overall, I think what I'm looking at is:

Jump Platoon (3 squads of 7, armed with 6 Inteks and 1 Heavy Grenade Launcher)
Code: [Select]
TP: CI   SZ: 1   TMM: 1   MV: 6"j
Role: Ambusher         SKILL: 4

S (+0)     M (+2)     L (+4)
  1          1          0

A: OOO
S: O

SPECIAL: AM, CAR4

I think the PV would come in around 11 or 12?

Foot platoon (3 squads of 10, armed with 8 Auto-Rifles and 2 Inteks):
Code: [Select]
TP: CI   SZ: 1   TMM: 0   MV: 2"f
Role: Ambusher         SKILL: 4

S (+0)     M (+2)     L (+4)
  1          1          0

A: OOOO
S: O

SPECIAL: CAR3

I think this PV would be in the 7-9 range, but it might be lower.  Going with all Auto-Rifles would drop the range to just S, but boost the damage to 2.

Having gone through this, I think I now see why TPTB haven't answered my errata for the Barrett M42B.  There are published infantry units using it that would drop in damage significantly if the table was corrected (they factored in the Machine Gun mode, and put the weapon in the Standard list vice Support, leaving the Heavy Burst special with it).
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 22 November 2018, 09:42:58
Reading your posts now. Poor Anton. ;D Now I don't know if he wants to have a tantrum and try to impose his judgement over his betters or make him disappear in the background. Great discussion
Title: Re: Collaborative Merc Unit
Post by: Daryk on 22 November 2018, 10:01:47
Moro's last hope was the emotional appeal based on Fallone's potential fate.  If that works at the end, hooray... :)

If not, Moro is going to have a less than pleasant conversation with the local Family...
Title: Re: Collaborative Merc Unit
Post by: Kitsune413 on 22 November 2018, 10:05:01
Yeah. I think you should refund the points for Dr. Max since you have to have a medical crew for the Dropship. He can be the doctor of that. He's a useful source of drama since it doesn't seem like he's got the most common sense.

I like the MASH for not taking all the wounded to the Dropship and it can be stored in the cargo bay.

The Karnov for the Jumptroops won't have paramedic equipment.

Ideally I'd prefer to have this thing: http://www.masterunitlist.info/Unit/Details/1765/kestrel-vtol-medevac It's a Wolf's Dragoons VTOL but it's been for decades so it's not impossible they'd have them.

The Paramedics are based on the Canopian Medic teams which have two combat medics per squad. I think that's a bit extreme for a mercenary unit even if Lel is training them. Since there are only 4 squads in a platoon I'd probably switch it so that he's got 4 Paramedics which have 6 other riflemen in the platoon. Or a special weapon like a grenade launcher and one paramedic.

If I could switch things more I'd probably go for combat engineers. Also, I think specialized infantry have to be veterans so that's probably hitting me in the MUL point cost.
Title: Re: Collaborative Merc Unit
Post by: Daryk on 22 November 2018, 10:09:22
Paramedic gear should be easy enough to stuff into a Karnov.
Title: Re: Collaborative Merc Unit
Post by: Kitsune413 on 22 November 2018, 10:22:24
Paramedic gear attends 10 troopers and costs .25 tons. A full ton of the stuff functions as an additional MASH.

My concern would be that the Karnov can only perform one mission at once. So deploying jump troops/support ties it up.

In-game wise the paramedics are really only going to affect search and rescue portions of the game.
So I imagine my contribution will be ATOW based battles where paramedics matter.
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 22 November 2018, 10:36:26
Moro's last hope was the emotional appeal based on Fallone's potential fate.  If that works at the end, hooray... :)

If not, Moro is going to have a less than pleasant conversation with the local Family...
We are talking mercs here. they are paid to kill, maim and destroy. I don't know if an emotional appeal will move them very much  :o

Dr Max is cool. I like it, bit I agree that having a full medical team paid up maybe we can keep him as a character linked to the dropship.

It is fine to have the paramedics. I like them. :) And the drop troops will like them even more!!!

I closed the discussion with Kowalski. Feel free to continue with individual leads, the training exercises or a post-training exercise. All would be good here before hitting the thrusters and heading for the prison
Title: Re: Collaborative Merc Unit
Post by: Kitsune413 on 22 November 2018, 11:34:55
It is fine to have the paramedics. I like them. :) And the drop troops will like them even more!!!

I mean I think I'd add a platoon of combat engineers. :) Motorized Infantry using wheeled vehicles.

So those are the changes I think I'll make. I need to build the infantry.

So it would look more like

Lel - 10 points.
Paramedic Squads - 8 points
Combat Engineer Squads (motorized infantry) 16 points.
Kestrel Medevac - 11 points
Mash Truck - 7
Veteran specialized Infantry - 15 points. (Because they have to be.)
Competant Kestrel Pilot - 10 (Because you want him to be.)
Maintenance Crew

Foot Platoon - for Garrison, security. etc. 4 points.

9 points of supply.


Edit: Combat engineers. not medics.
Title: Re: Collaborative Merc Unit
Post by: Daryk on 22 November 2018, 12:31:55
If the unit (and the GM, of course) bites on the contract "rider", Moro will go in on foot with another infantry squad.  It'll give him a chance to use the Urban Guerilla SPA (i.e., raise the escapees as another squad).  When they get back to Galatea, I figure they can become the "Vedove Nere" squad attached to the unit.
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 22 November 2018, 13:16:45
The business card had no such extra detail, but he knew if those two didn't die in the course of events, he could expect to.
Sounds cool to me
Title: Re: Collaborative Merc Unit
Post by: Daryk on 22 November 2018, 13:19:26
Sold... I'll throw together another squad out of the 15 points I had initially kicked into the kitty.
Title: Re: Collaborative Merc Unit
Post by: Kitsune413 on 22 November 2018, 14:09:41
Stefano dealing with that in for life trait...
Title: Re: Collaborative Merc Unit
Post by: Daryk on 22 November 2018, 14:45:18
Exactly... He's also earning that -2 Reputation too.  This isn't his first prison break, and they NEVER go as planned.
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 22 November 2018, 15:54:13
Seems we will have some significant infantry forces. in the end 4 platoons worth plus the medics. Wow.

This is going to be a high wages unit!

Will make a roll call of our actual TOE tomorrow to see what we ended up having. Maybe will review the common resources to reduce them.
Title: Re: Collaborative Merc Unit
Post by: Daryk on 22 November 2018, 16:16:54
I'm only planning on a single squad going in, two coming out, so that should cut it down a little.
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 22 November 2018, 16:20:00
Well, since tomorrow is Friday, I will try to set a quick escenario in case someone wants to run it over the weekend. Any suggestions for the war games?
Title: Re: Collaborative Merc Unit
Post by: Daryk on 22 November 2018, 16:36:28
Since we're contemplating a prison break, CQB definitely needs to be on the agenda...
Title: Re: Collaborative Merc Unit
Post by: Kitsune413 on 22 November 2018, 16:47:18
That's what the Jump Troops are for.
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 22 November 2018, 16:52:29
The assault seems to be 2 escenarios un 1.

A. The mech + ASF attack
B. The actual CQB escenario with the parateoopers fighting inside the prison.

I will try to think of. Way to integrate both. Suggestions welcome
Title: Re: Collaborative Merc Unit
Post by: Kitsune413 on 22 November 2018, 16:52:59
Well, since tomorrow is Friday, I will try to set a quick escenario in case someone wants to run it over the weekend. Any suggestions for the war games?

Jump Infantry versus The Garrison Foot Platoon in close quarters.

Combat Engineers platoon versus metal bars and gates just in case.

Mechwarriors comparing the size of their.... Mechs.

Paramedics versus any idiot that gets injured during the combat practice.
Title: Re: Collaborative Merc Unit
Post by: Daryk on 22 November 2018, 17:02:16
The jump troops are ex-Marik, so they'll be easy for Moro to integrate along side.  Figure on four squads of jump troops going into the prison (yes, Moro is jump pack qualified).  And a fifth squad of foot troops armed with what Moro's squad hands them coming out.
Title: Re: Collaborative Merc Unit
Post by: Kitsune413 on 22 November 2018, 17:13:15
You were talking about those extra thugs. But I've been wondering how they would fit in. The Troopers will notice if they suddenly have extra infantry.

Breaking into a prison isn't that hard. Prison's are designed to keep people in. Not keep people out. The easiest believable way to involve them is if they just happen to already be in the prison, they are criminals after all. Or we ignore the sidestory about them getting inside.

Moro's a mechwarrior isn't he? It would be odd enough with him in the Karnov. But if he is then I imagine he'll just have to link up with the thugs on the inside and join them for his criminal liberation and wetwork campaign. Then manage to find his way back in time for extraction.

I also assume they'll have their own extraction plan to escape with their criminals. Otherwise Moro has to explain on the Karnov while he picked up extra passengers who may or may not be known criminals.

"I just brought two people aboard! They seem really nice!"
"Aren't those guys both mob bosses?"
"Complete Accidentai!"
"Was that a weird sudden italien accent?"
Title: Re: Collaborative Merc Unit
Post by: Daryk on 22 November 2018, 17:23:19
Moro started life as an Anti-Mech infantryman back during Anton's revolt.  It took him 15 years to make good on Anton's promise of "mechs for loyalty".  Through character creation (using AToW), he ended up with 7 levels of Small Arms, and a host of other "useful" skills.  He's not any happier about going in on foot than anyone else.  But when the Family asks, you do what you have to.
Title: Re: Collaborative Merc Unit
Post by: Daryk on 22 November 2018, 17:32:50
Elmoth, since I'm only buying one additional squad of jump troops, can I get them to Veteran with only 5 points (1/3 of a whole platoon's cost)?
Title: Re: Collaborative Merc Unit
Post by: Kitsune413 on 22 November 2018, 18:12:18
Wish I knew how the Op was going to go down. I could GM your prison run for you in ATOW if Elmoth didn't mind. Gonna be out of time again soon.
Title: Re: Collaborative Merc Unit
Post by: Nav_Alpha on 22 November 2018, 18:15:27
My only concern with all this is that we lose a Medium Mech for the assault.
Here’s hoping we’re not facing more than a lance...
Title: Re: Collaborative Merc Unit
Post by: Daryk on 22 November 2018, 18:19:43
It's going to hurt, but that's kind of the point.  La Famiglia does what it can to get its way.

Kitsune, I'm good with you running the AToW bit if Elmoth is (and I think he will be).  I'm mostly free all weekend, though we've postponed Thanksgiving dinner to tomorrow evening (timing just didn't work out for the cooking today; traffic delayed us so long yesterday the normal pre-cooking didn't get done until today).
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 23 November 2018, 01:57:01
@Daryk. Seems legit to have the squad as veterans. As said, those are guidelines for us to build a believable unit, not hard rules. On the other hand,we look more and more.like a unit that has been fighting for decades than a recently formed one xD We will have few space for improvement in the end.

Regarding Moro, I would keep him in the mech. He can talk with Cornelia Ryan and ask for the additional footslogger work. These are kind of side missions that can be achieved easily enough. If she does not want to accept, a 2 week trip to the prison complex will help him dentify a few basic paratroopers that are willing to do these jobs for a price, I guess. It is not that he is changing the primary target of the mission, just adding to it. And liberating extra prisoners was suggested as an option to sow chaos.
Title: Re: Collaborative Merc Unit
Post by: Daryk on 23 November 2018, 03:21:56
One of the features of the extra squad is that they'll know some of the extra people being extracted (and speak Italian).  They're also there to make sure the other two targets don't make it.  Moro might be able to get one of the target cells with the Blazer Cannon, but the squad is extra insurance.
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 23 November 2018, 06:54:40
Ok, I have to say I am a little bit lost on what we are fielding in the end after this last infantry stuff moving up and down  :P so I will do a roll call:


NAV ALPHA
Warhammer 6k.
Veteran (Gustav Strom)
Tech team
11 spares


DARYK
Wolverine 6M (customized with a Blazer cannon)
Stefano Moro (veteran)
Engineer squad
-->>>> Did you change Martha for the engineer squad? I can put Martha in general rsources easily but I am not very clear on what you are adding here.
Tech team
5 spares?


ELMOTH
Wolverine 6M (brand and shinny new)
Anton Gilenius (Green)
Jump Platoon (competent)
Karnov (green)
Tech team
5 spares


ALPHA MIRAGE
Phoenix hawk
Qasim ibn Fawzi al'Dabih (veteran)
Striker tank (green)
Tech team
7 spares

SHARPNEL
Spad 502
Sabre 27
Badrani and Akane (competent pilots)
Tech team
2 Spares

KITSUNE413
Paramedic squad led by a veteran doctor (veterans)
Combat engineer platoon (veteran)
Foot platoon (green)
Kestrel VTOL (competent)
MASH truck
Tech team
9 spares

GENERAL ASSETS
Mortorized infantry platton LRM (green)
2 Scorpions
2 Scorpions (LRM)
Half a dozen Flatbed trucks
Cargo ferret VTOL
Heavy recovery vehicle "Martha" if Daryk is puting the points somewhere else.
1 hover ambulance APC
2 tech teams
15 spares


Is that right?


We end up with:
- 4 mechs (warhammer, 2 wolverines, phoenix hawk)
- 2 ASF (Spad & Sabre)
- 5 combat vehicles (striker, 2 normal scorpions, 2 LRM scorpions)
- 4 infantry platoons (jump, green infantry x2, engineer) + an extra engineer squad of italian bias.
- paramedic squad
- Kestrel and Karnov

Add to that 8 tech teams and assorted maintenance/cargo vehicles.
And a dropship. 

A lot of people. Monthly basic maintenance costs goes up to 32 Spares/resource points. 33 if we count the italian mafia engineers. Sounds like my mission payment estimates might have been too low.

Seems we have ended up fielding an infantry company supported by a mech lance.

NOTE: I did not count the MASH truck, the flatbeds, the cargo ferret or the heavy recovery vehicle as combat assets, so they do not cost maintenance points to simplify
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 23 November 2018, 07:37:41
OK, Escenario suggestions:

1. MECHS
I will let someone define this one.
We have 4 mechs, 2 ASF and we can count on indirect long range fire from the Striker and LRM scorpions.
Opposition: turrets (green), 1D6+2 scorpions (green) and roll 1D6 for mech (competent): 1-2: no mechs, 3-6: 3 light mechs (1 locust + 2 commandos)
Opposition starts near the gates and in reserve inside the complex (half of their forces).
NOte: 4 Scorpions (green) + competent mechs (centurion, 2 commandos 1 locust) cost the same as our forces inclusing the 3 LRM vehicles (scorpions + striker). 220. Feel free to add or substract from that as you please. It is suggested that we have the upper hand here, either by location of the enemies or because we have the upper hand in equipment.


Objective: blast the turrets so the karnov can land for the extraction. Intro will be done by high altitude drop, so that is not the problem.
Similar escenario design to that of the HBS prison break


Potential complications:
- The enemy also has a medium mech, like a Centurion.
- a few medium fighters appear in the radar
- a vehicle lance appears o the edge of the map. 1: hover, 2-3: wheeled, 4-5: armor, 6: VTOL // 1 artillery, 2-5 direct fire units, 6 other.
- landslide due to the rains!


2. PRISON INFANTRY OPS
Run a RPG session or a small scale askirmish game.
Think about a favela-like prison: Guards look more like military types on a warzone than blue cops on a stroll.

Escenario: heavy construction area (the interior of buildings. some open spaces if you want to play in the patios of the prison as well. CQB oriented. Short firing lines. The guards start spread around the map in groups of 2-5 with a few concentrations of 7 (squad) in certain areas. There are around 50 of them.

It is assumed that the drop was successful.
They have a map of the faciluty so know where the party is located.

Our Forces. 30 jump infantry (regular), 7 italian engineers (veteran). leader: Cornelia Ryan.
Opposition: prison guards. armed like the paratroopers. They can be competent or green. Roll 1D6 each time a group of guards is encountered. 1-4 green, 5-6 regular. the guards move randomly and move to the sound of gunfire if they are near enough (30 cm in a regular 6x4 table). Guards are not interested in dying for a cause, so will retreat if facing insurmountable odds. Opposition is armed with stun batons, rifles and

The mission: Must be in and out in 12 rounds max or complications start to spring up. If there was no enemies in sight it would take 4 rounds to go to Cara's location and 4 more to go back. In whatever method you are using to count time (minutes, combat rounds, actual game hours...). Tempos assume the engineers blow all the doors at the first try and there are no complications in the way in or out.

Possible complications:
1- all the prisoner rooms are opened and "civilians" sprawl into the area. More than a few have small weapons with them. Most of them do not care about the soldiers, though.
2- a crack contention SWAT team (veterans or elite) is mobilized to intercept the raiders.
3- a light mech intercept the party on the way out
4- the prisoner is not where it was supposed to be
5- the prisoner opposes heavy resistance (has a competent squad with her)
6- another party tries to flee alongside the troopers
7- 2 bands take the confusion to square it out between themselves and the party is caught in the crossfire.
8- ...

being a BT prison, obviously the priso0ners have access to regular weaponry if not to body armor.

PLaying it in 40k.
- Use veteran imperial guards for the engineers
- use regular imperial guard for the jump infantry and prison guards.
Title: Re: Collaborative Merc Unit
Post by: Daryk on 23 November 2018, 07:39:34
I think my points are as follows:

Customized WVR-6M: 64 + 5 for the Blazer Cannon customization
Martha (Heavy Battlemech Recovery Vehicle): 6
Veteran status for Moro: 5
Tech team: 10
Veteran Squad of Jump Troops (Forza Deici): 10

The squad's skills cover Security Systems, but not necessarily as "Engineers" (I'm thinking lock picks and vibroblades).  They also speak Italian fluently.  They're there to get the other list of people out and make sure two others don't make it.  Eventually, I'll want to upgrade their weapons, but 9 Auto-Rifles and a single Heavy Grenade Launcher (6 points of damage at 1/2/3 range, 1 at S at the Alpha Strike level) will do for now.   They also have the good (camouflaged) surplus Lyran body armor and helmets, to include respirators should they decide to use tear gas (in the grenade launcher).  I don't know if that gives them 1 or 2 dots for Armor in Alpha Strike, but I'm certain they only have 1 Structure.

I'll have to look over the scenarios when I get back from the store...
Title: Re: Collaborative Merc Unit
Post by: Sharpnel on 23 November 2018, 07:56:57
Dryk: "Where's my Blazer? I must have a Blazzer!"

Me: *Hands Daryk a navy blue dress jacket, double-breasted with brass buttons* "Here you go"
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 23 November 2018, 08:08:01
Navy blue dress jacket, double-breasted with brass buttons

That is how I expect Stefano to dress when not in the mech or a desert climate, yup.
Title: Re: Collaborative Merc Unit
Post by: Daryk on 23 November 2018, 09:33:50
Blazer Cannons for all my friends!  :D

Forza Deici will also have spare respirators and pistols for the folks we're extracting.  Once they're all wearing them, it's tear gas for everybody else.  So, gas chamber training for the jump troops too...  >:D
Title: Re: Collaborative Merc Unit
Post by: Daryk on 23 November 2018, 11:12:50
All right, those of you demanding Moro wear a blazer off duty win...  I think I found an appropriate pair of images for him.  In one, he's "cleaned up" for a "Family" visit.  The other is a little more relaxed.  Listening to the Killers' "The Man" and a little Bacardi helped in the search...  ;D
Title: Re: Collaborative Merc Unit
Post by: Kitsune413 on 23 November 2018, 14:48:20
I agree that the prison is a crazy gulag.

Two complications I see for the ATOW Prison break:

1. complicated layout - characters would have to make navigation checks because high security prisons are designed so that you have no idea where you are in the building.
2. Maglock doors. Requiring an engineer or character with mechanics to get through. Demolitions to get through or killing the power to the facility by having the mechs destroy generators.

The killing power to the facility route obviously letting everyone out of their jail cells.
Title: Re: Collaborative Merc Unit
Post by: Daryk on 23 November 2018, 14:50:29
Maglock doors are horrible security for exactly that reason.  Being that it's a women's prison, is it really a super-max?
Title: Re: Collaborative Merc Unit
Post by: Kitsune413 on 23 November 2018, 14:55:56
They can work in reverse too, being fail-secure, or their bolt stays in place when the power goes out...

would be an OSHA violation though.

The other issue is that if the mechs blow the power generators then the extraction team has to do the op in the dark.

I'd say the difference between the supermax and the normal prison is that the normal one may be less labyrinth in design.
Title: Re: Collaborative Merc Unit
Post by: Daryk on 23 November 2018, 14:56:59
Forza Deici has IR and Night Vision, so no problem on their end.
Title: Re: Collaborative Merc Unit
Post by: Daryk on 23 November 2018, 17:03:41
Heh... if the kid lives that long.

EDIT: Just using some of those 5 levels of Leadership on the kid... I mean, if Ryan isn't going to... :)
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 23 November 2018, 17:32:31
Yeah. right now he is a sucker. He will evolve, eventually, but right now, no, he is what he is.
Title: Re: Collaborative Merc Unit
Post by: Daryk on 23 November 2018, 17:35:34
Just posted the other half of that lead 'em by the nose strategy...  :)
Title: Re: Collaborative Merc Unit
Post by: Daryk on 25 November 2018, 08:33:37
Here are a couple of pictures of Val (Forza Deici's squad leader).

On a job a few years ago:
(http://www.aveleyman.com/Gallery/2017/B/755-6609.jpg)

Off duty in 3035:
(https://imgix.ranker.com/user_node_img/28/540701/original/barbara-bach-people-in-tv-photo-u13?w=280&h=280&fit=crop&crop=faces&q=50&fmt=jpg)
Title: Re: Collaborative Merc Unit
Post by: AlphaMirage on 25 November 2018, 17:07:10
Any chance we dragged that Centurion off the field?
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 25 November 2018, 17:16:11
Nope. The centurion is still active at the time when we finished the battle. The 2 commandos were also inside the prison compound, and they decided not to press their advantage here. There were infantry in the yard as well; they did not play a part in the battle, but they were supposed to present a treat to the mechs if they jumped in. Or so it appeared in the scanners. The locust 1V can be salvaged, though. Qasim and some LRM fire disabled it. Gustav only shot at it once, and failed abysmally; he tended to concentrate his PPC fire on the Scorpions.

My group decided not to press it because they thought that keeping the current mechs as undamaged as possible took priority here. If the group decides to push it, the mech assault on the prison can be resumed (the infantry assault is just beginning after all), but some complications will need to be included to make it interesting :)
Title: Re: Collaborative Merc Unit
Post by: Daryk on 25 November 2018, 18:42:06
Kitsune gave me some posts to work with over the weekend, and put them (and my responses) up in the "Stefano's Prison Raid" thread.  The complications we've introduced so far are:

1) The first convict freed immediately murdered her cell mate when handed a pistol.  Val (the squad leader) declined to give her more bullets, and admonished her to conserve ammo.

2) Another freed convict emptied her clip into a neighboring cell.  Val handed her another clip and even more sternly admonished her to conserve ammo.  She drove the point home when eliminating the first target.

3) Friendly fire incident around a corner.  That one hasn't been fully resolved yet.  I think Kitsune ran out of time.  I proposed handing off one of the (less murderous) freed convicts to guide Ryan's platoon to Cara Fallone's cell.  I'm figuring about half of the list of convicts to be freed is now armed with pistols and in possession of respirators.  Once the last one is freed (and the second target eliminated), Forza Deici will fall back using tear gas to discourage pursuit.

Also, you say Cornelia Ryan is a woman, but keep using male pronouns (he, him, his vice she, her, hers).  This is confusing me at least.  ???
Title: Re: Collaborative Merc Unit
Post by: Nav_Alpha on 25 November 2018, 18:43:22
Not a bad result all in all
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 26 November 2018, 01:38:09
I will check my posts more carefully. I have not written in English regularly for some time and it shows. Thanks for the warning.
Title: Re: Collaborative Merc Unit
Post by: Daryk on 26 November 2018, 18:53:23
Overall, your English is great.  If you hadn't said something, I'd have thought you were simply a confused native speaker.

Should I just finish out the infantry action?  I have an idea for another complication or two to throw in...
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 26 November 2018, 23:51:15
Go for it.
Title: Re: Collaborative Merc Unit
Post by: Daryk on 27 November 2018, 04:25:38
Will do, but it'll have to be tonight after work.  Thanks!
Title: Re: Collaborative Merc Unit
Post by: AlphaMirage on 01 December 2018, 16:08:27
So are we still continuing, Stefano's Infantry raid is taking way to long
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 01 December 2018, 16:24:06
Daryk finished it. Yes we can continue. I am out during the weekend (and had a tough week before). You can post the following steps if you want :) This is the point of making this a  collaborative thing after all. :)

I think that there can be some funky stuff between the deizi and the jumpers. Ryan is unlikely to have seen the operation as clean cut, and all of them know that this is a Famiglia job and might not be fully comfortable with it...
Title: Re: Collaborative Merc Unit
Post by: Daryk on 01 December 2018, 18:35:09
My main question is where are we supposed to hand off Cara Fallone?  If it's on Galatea, La Famiglia might have something to say about that.  If it's not, she'll at least have 10 loyal bodyguards (wearing body armor and armed with Auto Rifles; the ones we pulled out of the prison with the exception of the "extra" cousin).

I can totally see some conflict between Cornelia and Valentina.  I think it would be much like the opening scenes in Winter Soldier (i.e., "You had your mission, I had mine...").
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 01 December 2018, 18:55:12
Didn't someone point out that Cara Fallone would be picked up via small craft?

my idea for the unit is to make it bond a little bit (2-3 more missions) and then go for something "low end epic": epic struggle for them, but a minor thing in the greater universe, like a contract with the Illyrian palatinate, lothian leage, fronc reaches, herotitus or some other minor powe struggling with his neighbours and searching for outside help to protect them.
Title: Re: Collaborative Merc Unit
Post by: Daryk on 01 December 2018, 18:59:46
I love the Lothian League for no good reason... it would be great to eventually pick up a contract to protect them from the Marians.

Someone did suggest she could be picked up via Small Craft, but it sounded to me like a question to the GM vice a statement of fact. Much like where I left Stefano's Prison Break... I wasn't sure where exactly to go at that point, and was hoping from some GM guidance...
Title: Re: Collaborative Merc Unit
Post by: AlphaMirage on 01 December 2018, 20:09:03
No it was very much a statement that she would be picked up by small craft by Free Capella

I think Lothian League is too far, maybe pirate hunting around the Tamar March

Title: Re: Collaborative Merc Unit
Post by: Daryk on 01 December 2018, 20:55:44
If the Small Craft hand off was part of the contract, that would definitely explain the extra bodies added to the job by La Famiglia.  They'll accompany Cara Fallone wherever she goes, and be equipped by Forza Deici with spare armor and weapons.  The bonus cousin won't be part of that package.  She's going back to Galatea, and will likely join the unit in some "administrative" capacity (she's good with computers, after all).
Title: Re: Collaborative Merc Unit
Post by: AlphaMirage on 01 December 2018, 21:00:33
If Cara doesn't get handed over we are going to be looking for a new Mechwarrior for a Wolverine, slightly used but good condition
Title: Re: Collaborative Merc Unit
Post by: Daryk on 01 December 2018, 21:05:21
She'll get handed over, just with 10 bodyguards.
Title: Re: Collaborative Merc Unit
Post by: AlphaMirage on 01 December 2018, 21:12:43
Not enough capacity, seats 6.  Second you don't hand her over alone no payment and no future work is the best case scenario
Title: Re: Collaborative Merc Unit
Post by: Daryk on 01 December 2018, 21:30:31
I didn't see "alone" in the contract...
Title: Re: Collaborative Merc Unit
Post by: AlphaMirage on 02 December 2018, 00:53:02
I don't thinkTormanos Men or the Dropship Captain, and our ostensibly commander, are going to see it that way.  If you are set on this course of action.  Well I know what the next IC post is going to be.
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 02 December 2018, 04:35:13
IC conflict! Great :D Go for it gentlemen.
Title: Re: Collaborative Merc Unit
Post by: Daryk on 02 December 2018, 08:34:23
If the small craft only seats 6, Cara could go with 5 bodyguards (the other 5 returning to Galatea).
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 02 December 2018, 10:23:40
Aren't there any small craft that seat a dozen people?
Title: Re: Collaborative Merc Unit
Post by: AlphaMirage on 02 December 2018, 10:33:37
If the small craft only seats 6, Cara could go with 5 bodyguards (the other 5 returning to Galatea).

The other five are tormanos people

Aren't there any small craft that seat a dozen people?

There are but not the ST-46
Title: Re: Collaborative Merc Unit
Post by: Daryk on 02 December 2018, 11:18:38
I imagine Cara would negotiate to bring two of her people, then.  That would leave three of Tormana's (aside from the crew).  She's not being handed over in cuffs and shackles.
Title: Re: Collaborative Merc Unit
Post by: AlphaMirage on 02 December 2018, 11:36:22
Cara is our "guest" (prisoner) she is in no position to negotiate. Tormano's people want her and her alone or we don't get paid.  I don't think you are going to convince the over two hundred people on ship that we should not hand her over as agreed
Title: Re: Collaborative Merc Unit
Post by: Daryk on 02 December 2018, 11:48:11
"Prisoner" with a pistol and vibroblade on her person.  Might need some GM clarification on the contract specifics at this point...
Title: Re: Collaborative Merc Unit
Post by: Kitsune413 on 02 December 2018, 12:00:22
I imagine Cara would negotiate to bring two of her people, then.  That would leave three of Tormana's (aside from the crew).  She's not being handed over in cuffs and shackles.

Yeah. People who negotiate contracts to do extractions love it when you try and negotiate away their muscle and insert your own. Let me know if you see that payment for doing that job. Pretty sure the MRBC will love it too.
Title: Re: Collaborative Merc Unit
Post by: Daryk on 02 December 2018, 12:01:58
Depends on the nature of the "extraction".  It wasn't listed as a kidnapping.
Title: Re: Collaborative Merc Unit
Post by: Kitsune413 on 02 December 2018, 12:08:05
As a GM I'm just saying that the difficulty of that negotiations roll would be something like 24. You know. In atow. Where you roll 2d6. You could get it done with 10 or 11 skill, good link attributes, gregarious and attractive traits. The Inner Sphere's a big place. there are probably like 3 or 4 guys that good in it right now.
Title: Re: Collaborative Merc Unit
Post by: Daryk on 02 December 2018, 12:20:40
If the contract is really locked down that tight, I'm sure La Famiglia will arrange an "accident' to happen after we get paid.
Title: Re: Collaborative Merc Unit
Post by: AlphaMirage on 02 December 2018, 12:34:15
"Prisoner" with a pistol and vibroblade on her person.

None of those other prisoners are getting guns or coming to Galatea with us they are getting dropped off after the first jump.
Title: Re: Collaborative Merc Unit
Post by: Daryk on 02 December 2018, 12:49:18
That's not in their contract either.  This is why we need some details from the GM.
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 02 December 2018, 14:00:02
Will reread this tomorrow when I have time, but assume that none of them will be armed in the dtopship. One thing is in the middle of a warzone, where everybody should pull it's weight. The other this in the PCs home turf.
Title: Re: Collaborative Merc Unit
Post by: Daryk on 02 December 2018, 14:10:46
The question is does the unit do a body search of Cara (or anyone else) before showing her (them) to her (their) quarters.
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 02 December 2018, 14:39:28
The one that gets to narrate the scene decides it. I cannot see how that is really relevant, though. The fact that this is a mafia-complicated mission has already been played out. I would not go overboard with it, but up to you all. :)
Title: Re: Collaborative Merc Unit
Post by: Daryk on 02 December 2018, 15:19:45
Right, then the easy way out is that La Famiglia calls in the hit after the unit gets paid.  Should be simple enough.  Still looking to take the other 11 bodies back to Galatea though.
Title: Re: Collaborative Merc Unit
Post by: Kitsune413 on 02 December 2018, 16:31:09
I think for the collaborative rp to continue going you may need to think about how Stephano is beholden to the Mafia. Not the Mercenary Unit.

The Mafia is Stephano's complication. Wolverine's are nice and all... but you have to ask yourself if everyone else in the mercenary unit wants to be owned by the Mafia for a Wolverine and I think that answer will resoundingly be no.

If he wants to get the 11 bodies back to Galatea he has to find a way to do it within his means. Not within the units means. Just like if he's trying to steal this extraction target from the person who gave them the mission thus betraying the contact he has to do that within his own means too. Nobody else in the Mercenary unit is going to think it's a good idea for the Mafia to escort an extraction target back to the people who ordered the extraction.

Assuming the contract was listed then thats a pretty dark mark on the units history for the MRBC and the unit doesn't make any money. If it's unlisted, that means the unit makes an enemy of the guys they did the job for and don't make any money.
Title: Re: Collaborative Merc Unit
Post by: Daryk on 02 December 2018, 16:44:52
If Stefano is expected to get the 10 bodies back to Galatea on his own (the 11th wasn't in his plan), then wouldn't the 10 "points" all be his to work with if he pulls it off?
Title: Re: Collaborative Merc Unit
Post by: Kitsune413 on 02 December 2018, 17:02:20
If those extra points were from the mafia, then they would be. Unless he told the unit about them. In which case they wouldn't be.

But if I'm playing a Mafia Boss then the cost of those jump troops I loaned you is coming out of those ten points, and I might garnish some more because you owe me.
Title: Re: Collaborative Merc Unit
Post by: Daryk on 02 December 2018, 17:11:00
Stefano paid for the extra squad out of his own points, but I intended the contract as a rider on the existing one (i.e., for the whole unit).
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 02 December 2018, 17:16:03
As far as I can tell:

1. The unit was ordered to rescue Cara Fallone for Tomano. She will be extracted via small craft. Alone. If the italians get any thing to say about it, write a scene. :)

2. All the others are mafia side quests. All well and good but not part of the contract. The unit is bringing them to Galatea. This was unlisted in the MRBC since it is blatant mafia business and I am sure Kowalski would NOT want this to be in any sort of paper trail. I am sure the unit expects them to behave. Once in Galatea, Force Deici and the passengers are expected to say "arrivederci" and leave without further fuss. Again, if this is not to be the case, set a scene so we can play it along.

3. Forza Deici has been described as latecomers and they are quite blatantly Mafia hitmen. I assumed that they will be departing once the mission is over. It is likely that one infantry platoon is ditched as well to lighten up the payroll (Qasim pointed this out to Medvedev, and I think he is right about it).
Title: Re: Collaborative Merc Unit
Post by: AlphaMirage on 02 December 2018, 17:17:34
I don't think that was clear, kinda figured they were one and done.  We already have enough shifty contractors, adding more to the payroll whose allegiances aren't clear sounds like a recipe for disaster.  Especially if they keep introducting complications and bringing heat to the unit's missions
Title: Re: Collaborative Merc Unit
Post by: Daryk on 02 December 2018, 17:38:00
The only one I was thinking might hang around is the spare cousin (computer specialist).  Forza Deici going back to their "day" jobs is fine by me, but I'd like to at least get the specialist on the payroll for the points I invested.
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 02 December 2018, 17:56:28
I see no problems there. Techies are always cool. If they do not send too many messages ot the Mafia :P
remember in any case that there are no personal resources there :) All are unit/narration resources. it is true that the main characters (the ones with names and surnames and backstory) should be more "death-proof" without the consensus of the player that brought them in or group, but all resources are there to make a great unit that goes well to narrate collaborative adventures. That was the point I was trying to make (and I might have failed there). The point cost system was to make everybody bring forward more or less the same share of resources, not that they "belong" to the person who brought them in.
Title: Re: Collaborative Merc Unit
Post by: AlphaMirage on 02 December 2018, 19:36:30
Well the latest IC post is gonna be a tough one to deal with.  Free Capella is gonna be upset that their crew disappeared hours after making the exchange.
Title: Re: Collaborative Merc Unit
Post by: Daryk on 02 December 2018, 19:38:50
The unit had nothing to do with it.  Not even Stefano has any idea what's going on there.
Title: Re: Collaborative Merc Unit
Post by: AlphaMirage on 02 December 2018, 19:42:48
The unit had nothing to do with it.  Not even Stefano has any idea what's going on there.

What is true and what they think is true don't need to be the same thing
Title: Re: Collaborative Merc Unit
Post by: Daryk on 02 December 2018, 19:44:04
True, but I won't be sad if we don't get hired for any other kidnapping jobs.
Title: Re: Collaborative Merc Unit
Post by: AlphaMirage on 02 December 2018, 19:45:52
True, but I won't be sad if we don't get hired for any other kidnapping jobs.

Ah Work is Work, we didn't lose anyone important, got paid, and salvaged a Locust we don't need to share.  Two weeks back to Galatea and then I think there are going to be some changes (Gotta get lean and mean)
Title: Re: Collaborative Merc Unit
Post by: Daryk on 02 December 2018, 19:51:33
Yeah, we'll see if Stefano sticks with the unit or gets sucked back into La Famiglia's business full time.
Title: Re: Collaborative Merc Unit
Post by: AlphaMirage on 02 December 2018, 20:13:57
I rolled some numbers on Campaign Ops and according to their tables we have 4 offers of course feel free to disregard.  I will specify one that might be interesting but others can fill in when we get back to Galatea.

Offers
12!*  Major Power/Superpower (FedCom?) Extraction Raid
Minor Power Objective Raid
Major Power Garrison Duty

My Offer
Minor Power (Oberon Confederation vs Greater Valkyrate) Objective Raid - King Grim III of the Oberon Confederation is building up it's military at this time to combat a rival pirate kingdom.  A Raid on the brutal pirate King Redjack Ryan's supplies should slow him down.
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 03 December 2018, 01:59:42
Yup, that attack was unexpected. But so is war. It does not read *exactly* as Cara being killed, but well, we are not stopping to check it, and can make our assumptions. Oh, we are recruiting a new naval lieutenant in Galatea when Medvedev learns about the "not our concern" conversation. XD

The offers (thanks for rolling that btw):
Quite a long way to the valkyriate, hmm? Might be a good way to get out of the way of free capella and the mafia though, so not a bad idea to lessen their discontent and influence respectively... Caution being the best part of valor and all that. We could get another mission on the way there, I guess.

Fedcom extraction raid would be ironic, considering we just blasted one of their prisons. Maybe they were impressed.

Garrison duty can be for anyone really. If we g to the Valkyrie it can link with a minor power there, like the mentioned illyrians of lotharingians.

What is the 4th contract? Or are the "my offer" and the first minor power raid 2 separate offers?
Title: Re: Collaborative Merc Unit
Post by: AlphaMirage on 03 December 2018, 05:22:23
The first minor power and my offer are different.

The Oberon Confederation (Oberon VI) and Lothian League (Lothario) are roughly the same distance from Galatea, 15 jumps Coreward (aboard Lyran vessels) vs 16 Rim/Anti Spinward (aboard League or Lyran vessels).
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 03 December 2018, 10:10:27
ok, suggestions for the 4 available contracts. Changes and suggestions welcome

12!*  Major Power/Superpower (FedCom?) Extraction Raid
We hacve a weird offer on the table. The FedCom identified us as the culprits of the prison raid that hit Devil's Rock. they keep no real grudge since they know how mercs work. They are impressed at how we managed it and would like to contract us to run a similar extraction for some weapons researchers in the FWL, in Irian. High risk high reward operation.


Minor Power Objective Raid
FRR asks us to put the ruler of a nearby Combine Planet in his place. He supported the Ronin War, and is raiding FRR assets under the excuse of "private trade wars" suupposedly suppoorting the Combine companoies in front of FRR companies. the FRR know that he does it all with the connivence of his superiors that do not want to get involved themselves but resent the FRR's exitance. They want to smack him in the wrist and make themselves noticed as not being dfefenceless while at the same time have deniability of the case. So, they uise mercs for the operation.

Mission is to destroy a dam that helps irrigate the fertile lands of the planet and provides electrictiy to a minor city in the planet. Not world sharttering, but noticeable. The destruction of the dam will flood valleys that only house around 2,000 people.


Major Power Garrison Duty
The Free Worlds League is searching for mercenaries to garisson its anti-spinward minor planets near their borders. Lately pirate and corsair activity has increased in the area and they want to cover their subjects. (The grapevine also says that they are moving troops spinward for some major power play with the other houses)


Minor Power, Objective Raid (supplies); AlphaMirage
Minor Power (Oberon Confederation vs Greater Valkyrate) Objective Raid - King Grim III of the Oberon Confederation is building up it's military at this time to combat a rival pirate kingdom.  A Raid on the brutal pirate King Redjack Ryan's supplies should slow him down.
Title: Re: Collaborative Merc Unit
Post by: Sharpnel on 04 December 2018, 10:19:01
ok, suggestions for the 4 available contracts. Changes and suggestions welcome

12!*  Major Power/Superpower (FedCom?) Extraction Raid
We hacve a weird offer on the table. The FedCom identified us as the culprits of the prison raid that hit Devil's Rock. they keep no real grudge since they know how mercs work. They are impressed at how we managed it and would like to contract us to run a similar extraction for some weapons researchers in the FWL, in Irian. High risk high reward operation.
This is a trap mission. Even if there are researchers there, a raid on Irian, major industrial world that is heaviiy guarded. The FedRats could care less if succeed. This is their revenge.


Code: [Select]
[b]Minor Power Objective Raid[/b]
FRR asks us to put the ruler of a nearby Combine Planet in his place. He supported the Ronin War, and is raiding FRR assets under the excuse of "private trade wars" suupposedly suppoorting the Combine companoies in front of FRR companies. the FRR know that he does it all with the connivence of his superiors that do not want to get involved themselves but resent the FRR's exitance. They want to smack him in the wrist and make themselves noticed as not being dfefenceless while at the same time have deniability of the case. So, they uise mercs for the operation.

Mission is to destroy a dam that helps irrigate the fertile lands of the planet and provides electrictiy to a minor city in the planet. Not world sharttering, but noticeable. The destruction of the dam will flood valleys that only house around 2,000 people.
I will not commit a crime against humanity.


Code: [Select]
[b]Major Power Garrison Duty[/b]
The Free Worlds League is searching for mercenaries to garisson its anti-spinward minor planets near their borders. Lately pirate and corsair activity has increased in the area and they want to cover their subjects. [i](The grapevine also says that they are moving troops spinward for some major power play with the other houses)[/i]
This offers the chance at several side mission involving pirate hunting.


Code: [Select]
[b]Minor Power, Objective Raid (supplies); AlphaMirage[/b]
Minor Power (Oberon Confederation vs Greater Valkyrate) Objective Raid - King Grim III of the Oberon Confederation is building up it's military at this time to combat a rival pirate kingdom.  A Raid on the brutal pirate King Redjack Ryan's supplies should slow him down.
[/quote]
I trust a pirate king only slightly more than I would a Capellan. No to this mission.
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 04 December 2018, 10:47:34
Any suggestions to make the missions more appealing then? :) You can change them completely if you want.

Maybe the fedcom are offering some HUGE money for the raid? I would imagine that the battle could be tough in any case.

Maybe the Valkyriate is also offering us a holding, like the FWL to the GDL in the price of glory (only without raiding us for the moment) or another incentive like a pair of light mechs. Dunno.


BTW: people, do you want us to repair the Locust? I was going to, but when I ran the numbers it costs 7 points (6+1 for turning a 1V model into a 1E model) to make it functional. And that dips into the unit's resource reserves slightly.
Title: Re: Collaborative Merc Unit
Post by: AlphaMirage on 04 December 2018, 10:58:42
Any suggestions to make the missions more appealing then? :) You can change them completely if you want.

Maybe the fedcom are offering some HUGE money for the raid? I would imagine that the battle could be tough in any case.

Maybe the Valkyriate is also offering us a holding, like the FWL to the GDL in the price of glory (only without raiding us for the moment) or another incentive like a pair of light mechs. Dunno.


BTW: people, do you want us to repair the Locust? I was going to, but when I ran the numbers it costs 7 points (6+1 for turning a 1V model into a 1E model) to make it functional. And that dips into the unit's resource reserves slightly.

I think we should fix it.

I kinda figured the FedCom job has crazy money behind it.  Attacking Irian is a daunting task it better.

For the Oberon job I figured there would be repeat work immediately and maybe a cargo contract option with the greater Reach Enterprise organization (this elusive second dropship we hear about)

I don't like Garrison work, Mercs make the real money by salvage.  It said Garrison work not pirate hunting, losers stay on the defensive

Dams are not salvage, the Azami prize their water resources he would also be reluctant to accept the Rashies offer
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 04 December 2018, 11:06:12
Crazy money for FedCom is fine. Can also be part of a series of say, 3 raids on Irian by 3 separate commands, with ours being the important one (or so we are made to believe).

Transport for Oberon as a related contract looks OK to me. repeat as a promise if we work well (nothing solid) can also be there. periphery guys always need muscle, even if they are pirate kingdoms.

Maybe we can have the garisson work be a kind of floating contractor job? have a base but act as a series of small merc fire brigades along the border to attack opportunit pirates and peroiphery powers that try to press now that the FWL regular troops are out doing their IS stuff against other IS dudes.

FRR job can be edited ehole if you want. Suggestions?
Title: Re: Collaborative Merc Unit
Post by: AlphaMirage on 04 December 2018, 11:16:28
Leave it for a different PC to fill in (@Shrapnel or @Daryk)

I think the Garrison job would be for a smaller facility that has only a modest threat against it.  We can bring the infantry and tanks along.  They can sign over on site so we didn't technically fire them they just took a new job that we get paid to bring them too. 

Tematagi is my suggested planet if that's the case
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 04 December 2018, 17:00:23
I just noticed that by 3035 the Andurien crisis is in full swing. It is when Andurien is invaded by the FWL after the defeat of the Andurien-Canopian alliance against the capellans.

So it would seem that Anton is not acting like the rebellious son he thinks he is, but has been kicked out of the area by concerned parents that have *encouraged* this rebellious attitude to get their son out of the line of fire. ryan and her jump infantry will be fair veterans as well, then. I can see them grimacing at the idea of working for the FWL, but the merc life has those things. If anyone runs the scene take this animosity in mind :)

Title: Re: Collaborative Merc Unit
Post by: Daryk on 04 December 2018, 20:55:52
The Irian job isn't for a 'mech lance.  It has nothing but Forza Deici going in low profile written all over it.  Grab the scientists at home (possibly along with their families to keep them loyal once they're over the border), and sneak out the way you came in (on commercial shipping).  And don't forget the simple "bribe them to cooperate" angle.  Some of the scientists just might turn coat if given an offer they can't refuse (the other reason to have Forza Deici do it).

The FRR can punch the enemy noble in the gut without a crime against humanity.  I'll need to think about it a bit, but I'm sure there's another way.

The garrison contract is in the FWL, where Stefano is still wanted.  It's not a problem if the unit chooses that mission.  He'll just be given an offer he can't refuse by the Fallones, and you'll have the Locust to keep the unit at a lance.

The Oberon contract raises the hair on the back of my neck.  Getting hired by pirates to hunt other pirates?  And we thought the Triad/Tong/Mafia vibe was bad...
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 05 December 2018, 01:29:48
As said, all these are just ideas, so they can be modified happily. Feel free to do so 8) The FRR job can be to break the favourite doll of the Kurita's daughter, or to paint a graffiti that reads "you are a bad person" in his summer lake house.

In several novels we have forged identities for people. Can't Stefano get one? He certainly has the connections. It could solve the FWL thing while at the same time leave a potential hook for further adventure or plot twist if we want to use it.

I like having some unsavoury contracts. We are a new mercenary venture. We are not getting the cool stuff of "go out on a leisurely stroll for 100k build points per mechwarrior!" like the Hounds and their likes. :) Hell, we just worked for the mafia and everybody is reeling about it. AND I LOVE IT just for that reason :D Working for pirates against pirates? hell yeah. Another contract that would force us to work with the mafia again? Sure. If you wanted easy stuff go beg for a job with the Highlanders; this is real merc work. Still, no all of them need to be unsavoury. Unsavoury pays better though.

Cheers,
Xavi
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 05 December 2018, 02:37:34
So,potential total changes.

1. Fedcom. Kidnap some scientists from Irían. Use of Mafia resources recommended. Can effectively be a trap, but money is really good. "Goo" as in "we can buy a medium or heavy mech after expenses."

2. Valkyriate vs Oberon Conf. Pirate vs pirate stays the same. Promises of further work immediately after this one. Linked with a transportation contract for supplies they need in the periphery.

3. FRR. Suggestions?

4. FWL garrison contract. We can get Stefano a fake ID for 1 BP. How does it sound? Garrison duty and expected to counterpunch pirate raids, that are sure to increase since regular troops are being pulled towards the CC border (Andurien Crisis). Can also be paired with a transport contract for some central IS products.
Title: Re: Collaborative Merc Unit
Post by: Daryk on 05 December 2018, 06:29:26
I looked at Alternate ID in AToW, but it was prohibitively expensive.  If all it takes is 1 BP, 9 are in the briefcase vice 10.
Title: Re: Collaborative Merc Unit
Post by: Daryk on 05 December 2018, 06:32:53
Kitsune, I was going with Moro's wounds being from the 'mech engagement per Elmoth's post, not the mob. :)
Title: Re: Collaborative Merc Unit
Post by: AlphaMirage on 05 December 2018, 06:34:52
So,potential total changes.

3. FRR. Suggestions?

We could change it to the Magistracy of Canopus and augment Kossandra Centrella's MAF against Romano's CCAF.
Title: Re: Collaborative Merc Unit
Post by: Daryk on 05 December 2018, 06:36:05
Heck, just add that mission.  It sounds interesting, and I've got the day off, so I can work on FRR ideas.
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 05 December 2018, 07:54:55
Magistracy: let's see.... Maybe we can consider the Magistracy a Major power (minor is Lothian League, Marians and their ilk, not the Taurians, Canopians or IS).

That would mean that the reasoning for the FWL can be kept more or less intact: the Magistracy is looking for mercs to garrison its anti-spinward (western) border (the Marian Border). they are moving troops spinward to face the Andurien/Capellan crisis and need mercs to fill the void that they are leaving behind. They are already starting to suffer pirate probing raids (in a lot of cases Marian involvement is suspected) and need mechpower in the field. Nice payment and a secondary contract to bring spares for some of their mechs to be picked along the way. The command will have a liaison officer and they offer 50% of mech salvage or equivalent payment (1BP per point cost of the mech in Alpha strike).

Suggested planets: Thraxa, Vixen or Marantha.

Obviously the offer will not be worded like this, but this is what is really happening more or less as you heard it from the rumours.

Title: Re: Collaborative Merc Unit
Post by: Sharpnel on 05 December 2018, 09:56:39
I'm bowing out. The whole process has blown right by me. I'll write the pilots out somehow.
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 05 December 2018, 10:55:59
Pity to see you go. If you ever want to chime in, feel free to do so :)
Leave the pilots. It is nice to have them and can be used as NPC.

Title: Re: Collaborative Merc Unit
Post by: Daryk on 05 December 2018, 15:24:37
So here's one thought for the FRR job (spent more time than I expected on the Double Deuce today, sorry):

The Kuritan noble has a favorite race horse stabled 20 km outside the capital.  It's guarded by a combined arms company consisting of:

Up-armored Jenner (JR7-F) (Veteran lance leader just before retirement; a Mustang)
Panther (Green noble being broken in)
Javelin (Regular following the lance leader from their last assignment)
Stinger (Green noble on a second assignment after not doing so well on the first)

Machine Gun Variant Goblin (Veteran crew transporting the infantry, below)
2 Hunters (Regular crews not sure why they were picked for this tour)
1 Heavy Wheeled APC, modified to carry horses (Elite driver with the Speed Demon SPA, Regular gunners)

1 platoon of Veteran Foot Rifle infantry (out to pasture just before retirement, they are "getting too old for this ****")

The defenders will immediately radio for help, and it will be forthcoming as quickly as the reinforcements can traverse 20 km (i.e., the hover tanks show up first (J. Edgars at 11/17), followed by the 8/12 lance (Cicada leading Locusts), followed by the 5/8 lance (Dragon leading some 55-tonners), followed by the 4/6 lance (whatever we're foolish enough to hang around to see)).

The defenders will also move to load the horse into the Heavy APC and run toward the city (i.e., toward the inbound reinforcements).  The rest of them are there to screen the APC.  The horse just might survive destruction of the APC, so a kick to the carcass of the vehicle will be necessary (unless it's destroyed by a kick).
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 05 December 2018, 17:06:05
Nice escenario. A hell of a security detachment for a horse! xD
Title: Re: Collaborative Merc Unit
Post by: Daryk on 05 December 2018, 17:31:31
I figured it had to be something meriting hiring a medium lance of 'mechs... :)
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 05 December 2018, 17:44:07
So now we have angered free capella and the fedcom. We also have issues with the FWL as well. And now we might anger the mob as well by pointing fingers at them. We are really good at this. Maybe the unit we will end up in the periphery just because nobody likes them in the IS, hahaha
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 06 December 2018, 04:18:50
So the contracts and pricing:

Fedcom irían science job.
1 month expenses plus 60 pts.
Full command and salvage rights.

The horse job.
55 points.
Full command and salvage rights

Magistracy garison thraxa.
50% salvage. Liaison. 6 months contract.
Pricing covers basic monthly expenses + 10 points per month. Related 20 point job to transport supplies.

Pirate war job.
Supply raid on a Depot.
Monthly expenses to get there (no return ticket)+ 45 points.
Full command (we go on our own)
Related job to transport supplies as well. 15 points.
Promise of further work.

Title: Re: Collaborative Merc Unit
Post by: AlphaMirage on 06 December 2018, 07:15:03
So who's getting axed before we start this next mission?

I for one don't think we don't need the security platoon or its light tanks, we should replace them with a pair of heavier tanks. (Pikes or Pos) 

I think we should let the Aeropilots go as well to save on their support.  Right now proper Aerospace fighters are still only in limited numbers and used for critical missions, if we get in and out we might even evade Conventionals.  One of the small craft bays can be modified to be carry a pair of heavy vehicles and the other left for transport

We need a new Mechwarrior for the Locust as well, we should have no problem finding a dispossessed and desperate merc on Galatea.
Title: Re: Collaborative Merc Unit
Post by: Sharpnel on 06 December 2018, 08:11:56
Especially since you are upgrading the Locust to the 1E variant, which is the best variant of the introtech variants
Title: Re: Collaborative Merc Unit
Post by: Kitsune413 on 06 December 2018, 12:24:27
I recommend that If the security platoon is scrapped that problems ranging from fights between personel to enemy infantry seizing the dropship happens.
Title: Re: Collaborative Merc Unit
Post by: Kitsune413 on 06 December 2018, 12:28:22
Actually I think I like an astech sabotaging mechs the most. Just random criticals applied to the weapons. (Part of the previous post about scrapping the security troops.)

(Or dependents getting kidnapped!)

(Or! A mechwarrior, being a cowboy goodguy because there is no security gets injured doing security work and can't participate in the next mission!)
Title: Re: Collaborative Merc Unit
Post by: AlphaMirage on 06 December 2018, 12:55:05
Actually I think I like an astech sabotaging mechs the most. Just random criticals applied to the weapons. (Part of the previous post about scrapping the security troops.)

Qasim's techs carry weapons when allowed (and sometimes when they're not) but don't know about your guys.  We still have Lt Cornelia Ryan's Jump Platoon (whose job is literally to protect Anton), our techs (6 squads I think now that the Aerofighters are gone), plus the ship's 8 crew.  Sounds like plenty of guns on our side even without additional infantry.
Title: Re: Collaborative Merc Unit
Post by: Kitsune413 on 06 December 2018, 16:12:01
Yeah, I was going to say the jump troops could do it. But got back to work in the clinic.
Title: Re: Collaborative Merc Unit
Post by: Kitsune413 on 06 December 2018, 16:23:11
You know. Until those troops are deployed. A tech with a gun isn't super useful really... and when they get shot up your down a tech. The platoon with the paramedics can do guard duty. But then you still have the issue where, if the jump troops and paramedics are deployed the ship is suddenly super vulnerable to covert attacks.
Title: Re: Collaborative Merc Unit
Post by: AlphaMirage on 06 December 2018, 16:34:27
You know. Until those troops are deployed. A tech with a gun isn't super useful really... and when they get shot up your down a tech. The platoon with the paramedics can do guard duty. But then you still have the issue where, if the jump troops and paramedics are deployed the ship is suddenly super vulnerable to covert attacks.

Lock the doors after the combat units roll out, I expect the ships crew to act in their self interest first then we're a distant second.  I don't think Cornelias platoon is going to be doing that much time in the field unless they need to SAR for Anton.

Im not going to deploy the team in open battle outside their vehicles (they are going to be in a VTOL or Tech vehicle Martha)
Title: Re: Collaborative Merc Unit
Post by: Kitsune413 on 06 December 2018, 17:08:04
I mean it really comes down to the type of game that's being run. High fantasy battletech then security forces don't matter. Why do we even have infantry?

If we're being more realistic then "locking the hatches." Isn't actually a solution against infantry with explosives.

Our last adventure literally involved a whole building made out of locked doors and it didn't slow our engineers down.
Title: Re: Collaborative Merc Unit
Post by: AlphaMirage on 06 December 2018, 17:17:27
Those locked doors weren't part of a fusion powered spaceship capable of burning everything and everyone within a 150 meter diameter into ash.  Nor were they made of Battlemech quality armor

I think we have infantry to smash and/or grab with greater precision, nothing like the human touch. 

The tanks are better at site security, they have better sensors and bigger guns.  Nothing like a 50 Cal or frag missile to ruin some poor saboteurs day
Title: Re: Collaborative Merc Unit
Post by: Kitsune413 on 06 December 2018, 17:22:48
So you are telling me our combat engineers and jump troopers cannot seize an enemy dropship? They can't get through the doors?
Title: Re: Collaborative Merc Unit
Post by: Kitsune413 on 06 December 2018, 17:24:30
Supplementary question... how do boarding parties in battles pace work?
Title: Re: Collaborative Merc Unit
Post by: AlphaMirage on 06 December 2018, 17:30:14
So you are telling me our combat engineers and jump troopers cannot seize an enemy dropship? They can't get through the doors?

I'm saying it would be tough to break into a dropship that was vigilant and warmed up (it should be both in a battlezone). You could do it but it's very risky and you have a good chance of ending up as char. 

Taking one that is off guard would be the only way to do it and that would be challenging you'd need good recon and a fast team.  Cold to Launch is within 15 minutes (if I remember correctly)
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 06 December 2018, 17:33:52
So the plan is to repair the locust. Ok. I had not done so so far since I wanted group feedback :) We will invest the 6 BP to have either in good working condition then.

Regarding the tanks, I had not thought about that. Right now we have 3 LRM tanks and 2 AC5 tanks. In the game I played with my group we used to have as long range fire support. A kind of short range artillery. The striker is tied to qasim, so is not part of the same pack as the 4 scorpions (2 normal, 2 LRM). My idea for the scorpions is that they belonged to Reach Enterprises, but that can be changed no problem. 

Security problems can be there for sure, but maybe we can keep them as a hook for now. We are having loads of side stuff and not centering with the initial missions :) If we go with a more lighthearted approach to the BT universe infantry will not be that necessary. We can go back and forth on that as well, depending on the mood we want to put forward. If right now we focus on a mech and armor approach, so be it. A single platoon should be plenty.
Title: Re: Collaborative Merc Unit
Post by: AlphaMirage on 06 December 2018, 17:41:33
I'm definitely down for having a security issue as a hook (I already used it once with Qasim).

Pikes are long range fire support, whether it's 3 AC2, 2 AC5s, or 2 LRM20s you just might need to modify some of the ammo away for armor
A Po is a stronger Scorpion. 
Another Striker might also be nice to replace the missing LRM racks and for parts commonality. 
Scorpions just seem so meh minion to me.  Would rather have something with some bite
Title: Re: Collaborative Merc Unit
Post by: Kitsune413 on 06 December 2018, 18:06:55
I'm saying it would be tough to break into a dropship that was vigilant and warmed up (it should be both in a battlezone). You could do it but it's very risky and you have a good chance of ending up as char. 

Taking one that is off guard would be the only way to do it and that would be challenging you'd need good recon and a fast team.  Cold to Launch is within 15 minutes (if I remember correctly)

Pg. 188 Tactical Operations.

TW doesn't have rules for hidden movements moving. But the ATOW stealth skill can be used pretty easily by commandos.

At the end of the day I think most battletech campaigns often revolve around an enemy force that doesn't have any kind of agency.

Anyways. It's moot for me. I bowed out a little while ago and have been around mostly to provide some GM advice and occasionally roleplay the doctor when the opportunity presents itself. School's just keeping me from being able to do to much and like I said I've always struggled against others views of of opposition in battletech. I think this conversation is a good example where the idea of an enemy force boarding a player dropship is impossible but if it was recommended the action be reversed and done to an enemy (and thus gaining a dropship) then it's time to que the a-team theme music.
Title: Re: Collaborative Merc Unit
Post by: Daryk on 06 December 2018, 18:22:50
Heh... more like the Forza Deici music (https://www.youtube.com/watch?v=lPOg-xKUKdI)... :)
Title: Re: Collaborative Merc Unit
Post by: AlphaMirage on 06 December 2018, 18:59:53
Seems we are close to lacking a quorum of PCs Elmoth. 

If people are down for it I think we should consider a different type of forum game. 

I have an idea but would be happy to play regardless of decision.
Title: Re: Collaborative Merc Unit
Post by: Kitsune413 on 06 December 2018, 21:04:28
Seems we are close to lacking a quorum of PCs Elmoth. 

If people are down for it I think we should consider a different type of forum game. 

I have an idea but would be happy to play regardless of decision.

You were all ready to play before I arrived. :) and I warned that school would probably prevent me from participating long. You'll be fine.
Title: Re: Collaborative Merc Unit
Post by: Daryk on 07 December 2018, 04:21:07
Sharpnel bowed out too, though... I'd at least like to hear AlphaMirage's proposal.
Title: Re: Collaborative Merc Unit
Post by: AlphaMirage on 07 December 2018, 06:45:09
My proposal is this.
Let's say the Wolf's Dragoons never exist

Instead of The Clans sending a multi-regimental unit with its own Warships they send two Binaries of undercover Scorpion Seekers (with a total of 4 True Seekers, each in command of a Star) plus a support team aboard two Merchants and a Carrack to recon the Inner Sphere.

The two teams will operate independent of one another to cover more ground (essentially allowing people that are not quite so prolific of posters to be part of the secondary team providing updates of their endeavors).  How they operate is left to the Seeker's discretion but bringing attention to yourself could imperil the mission for everyone.

The Carrack CGS Collerane will be establishing a foothold and supply base on some world just outside Inner Sphere space.  The fabrication modules it has at its disposal can create essentially anything given enough time (High tech Clan weapons will obviously take the longest) and resources (that you will have to bring to it).  Each unit has a mobile HPG they can use to communicate with one another and occasionally The Loremaster of the Clans in order to track progress.
Title: Re: Collaborative Merc Unit
Post by: Kitsune413 on 07 December 2018, 17:10:55
I'm pretty sure they get murdered by Comstar the moment one of their high tech clan weapons gets discovered. Also how are they going to recon the Inner Sphere?
Title: Re: Collaborative Merc Unit
Post by: AlphaMirage on 07 December 2018, 17:17:45
I'm pretty sure they get murdered by Comstar the moment one of their high tech clan weapons gets discovered. Also how are they going to recon the Inner Sphere?

Open Source Intel gathering, boots on the ground, build a network.  Standard spy stuff the Grand Council doesn't know what's happened post-exodus
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 07 December 2018, 17:33:21
Ok, It is a radical change in the original idea, that was more the idea of a mech unit starting out and growing from there. This is basically a new layout. Maybe he best idea would be to restart it as another thing? I might try to do something like this with my real world players since they are talking about more mechs and a smaller unit now that they have been playing with a tank platoon for a while.
Title: Re: Collaborative Merc Unit
Post by: AlphaMirage on 07 December 2018, 17:35:52
I have no problem starting a new roleplay thread
Title: Re: Collaborative Merc Unit
Post by: Kitsune413 on 07 December 2018, 17:44:18
Just some advice: You'll have better luck if they're just some seekers that are tripping balls on necrosia and decide they want to go raid star league ruins in the Inner Sphere. The recon hook won't work very well/long and you'll have better rp as Clan Lostech hunters.

and in an Inner Sphere with any kind of agency then clan equipment and /or that fabrication module you're talking about is a death sentence. Which is fine if you're gonna hit an Inner Sphere where the npc's are some final fantasy 1 npc's that are gonna say a line of text to you.
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 08 December 2018, 04:53:46
I proposed to continue the prisión raid to my group of players and move to the periphery afterwards in a short company. They seem to find it appealing, so I'll continue this in the non Canon units section in a modified format. I plan to still allow third party (forum members) implication if you wan to, but it will be somewhat less open ended since my table buddy's will have a large say on this. :)

Thanks everybody for trying. It has been a very interesting learning experience for me.

Cheers
Xavi
Title: Re: Collaborative Merc Unit
Post by: Daryk on 08 December 2018, 04:57:17
No worries... best of luck!
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 09 December 2018, 15:28:15
Quote
... after the Halimar job we apparently took after all

Yup, you did. Performed quite well except for Anton's blunder in positioning and my tabletop players managing to (finally) get up a decent defence to protect the research building. It was a nice battle. I plan to use some other stuff we developed here. Anton will be moving to the periphery along with the jump troops in brief along with the members of a medium lyran company (griffins, Thunderbolts, Phoenix Hawks) that might have absorbed Reach Enterprises or contracted the services of some of their assets for a Lothian campaign.
Title: Re: Collaborative Merc Unit
Post by: Daryk on 09 December 2018, 15:31:42
Cool... hope you don't mind my stealing Moro away... I'm writing up Forza Deici for the Non-Canon Units forum...
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 09 December 2018, 15:32:54
No problem at all :)
Title: Re: Collaborative Merc Unit
Post by: Daryk on 09 December 2018, 15:34:27
Thanks!  :thumbsup:
Title: Re: Collaborative Merc Unit
Post by: Elmoth on 19 February 2019, 16:40:44
Since this floundered, I am changing it to a narrative thread that admits posts from whoever it wants. Easy way to do it: it will e a Lone Wolves formation, so people can come and go.

There you go. Enjoy!

Cheers,
Xavi
Title: Re: Collaborative Merc Unit
Post by: Daryk on 24 February 2019, 19:37:54
I'll keep an eye out here in case La Famiglia has any "business" that needs to be done...  ^-^