Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2 3 ... 22

Author Topic: You own a interstellar mercenary company!  (Read 15779 times)

Gamerboy4life

  • Bay Watcher
  • Helicopegasus
    • View Profile
You own a interstellar mercenary company!
« on: September 03, 2012, 11:55:13 am »

The year is 3568.

The galaxy has been under control from the large Kapell Empire for over four decades. Two new factions have since risen from far reaches of the galaxy, The Sol Republic, and the Highlander Confederation, to reclaim what they consider to be their god-given right. The fighting has been going on for nearly three years, with the Kapell empire still holding a majority of the galaxy, but being pressured heavily by the Sol republic, who has beaten the Highlander Confederation's control down to two systems.

The troops these factions provide are not enough, however, and all three factions are paying heavily for mercenary units to fight, to help them reclaim the galaxy. Currently, the Highlanders are paying the highest, meaning you will be able to buy better/more supplies and mercs initially, but will have a hard time as you fight a losing war. The Kapell Empire is paying the least, but your risks of destruction will be low, and you can count on mercenaries and equipment coming home safely, where the Sol Republic is in the middle, average pay, average danger.


You are one such mercenary, you left a company you were previously part of with just enough money to hopefully start your own. The initial payments that the factions supply won't hurt either. With a meager amount of money in hand, and glory in sight, who do you side with?





-------------

This is my first CYOA-type game, if I'm doing anything wrong, it would be nice to know.


« Last Edit: September 03, 2012, 04:03:31 pm by Gamerboy4life »
Logged
I need to put something interesting here.

Tellemurius

  • Bay Watcher
  • Positively insane Tech Thaumaturgist
    • View Profile
Re: You own a inter-galactic mercenary company!
« Reply #1 on: September 03, 2012, 12:01:48 pm »

Highlander Confederation, going where the monies is.

Gamerboy4life

  • Bay Watcher
  • Helicopegasus
    • View Profile
Re: You own a inter-galactic mercenary company!
« Reply #2 on: September 03, 2012, 12:15:06 pm »

You decide to take a contract under the Highlander Confederation, opting for the larger cashflow, but wary of the larger danger that comes with your allies to have undersized armies.

To help get your company started, they supply you 20,000 Credits, which is over four times as much as Kapell pays, and twice as much as Sol would have paid, so you hit gold! The Highlanders have also given you an old compound on one of their smaller planets, which can hold up to fifteen mercs, and has suitable facilities to hold a good dropship, capable of interstellar travel. The place is empty currently, which means you will need to recruit your own band of badasses, arm and armor them, and then get a ship.

What do you do?
Logged
I need to put something interesting here.

Tellemurius

  • Bay Watcher
  • Positively insane Tech Thaumaturgist
    • View Profile
Re: You own a inter-galactic mercenary company!
« Reply #3 on: September 03, 2012, 12:17:48 pm »

Hit the local Tavern, theres gotta be low lifes and down to luck guys looking for some hard work

Gamerboy4life

  • Bay Watcher
  • Helicopegasus
    • View Profile
Re: You own a inter-galactic mercenary company!
« Reply #4 on: September 03, 2012, 12:31:32 pm »

You take a truck to the nearby town in expectations of recruiting some troops at a local tavern. This is the Highlander Confederation, so they likely have some sort of combat experience.

Entering the tavern, a dimly-lit building that smells of smoke and booze, you ask around a bit.

"Looking for work? I need able bodied men to fight against the Sol and Kapell menaces!"

Most of them tell you to kindly fuck off, so they can enjoy their beverage. But you manage to scrape up four hopefuls.

Jon Staen - Is good with mechanics, and he could possibly be trusted to upkeep your resident dropship. He's asking for 1250 credits a month.

Reg Uld - He is a big, menacing man, likely good for close quarters combat. He speaks little, and asks for 900 credits a month.

Lilith Merd - She is good with computers and wiring, and could probably get past doors and security systems on more covert missions. 1100 credits a month.

Mark Nilman - He has served as a combat medic in other mercenary companies before. He would be good to have in a fight. 1500 credits a month.


Running on a monthly salary of 8000 credits, you can easily take these mercs in for 3760 credits a month.

You have to give each of them an initial payment of 500, however, to provide for supplies, weapons, and armor. (1500)
Thankfully, the initial payment is NOT monthly.


Do you recruit this rag-tag band of (soon-to-be) badasses?


Logged
I need to put something interesting here.

Dredonius

  • Bay Watcher
    • View Profile
Re: You own a inter-galactic mercenary company!
« Reply #5 on: September 03, 2012, 12:44:02 pm »

Yes! Obviously they'll be good in a fight, and if they're the only ones we have, we'll take 'em.

GreatWyrmGold

  • Bay Watcher
  • Sane, by the local standards.
    • View Profile
Re: You own a inter-galactic mercenary company!
« Reply #6 on: September 03, 2012, 12:54:18 pm »

Ask what the bartender will want to be hired. If it's under 1,000, hire him, too.
It's good for morale to have a combat bartender.
Logged
Sig
Are you a GM with players who haven't posted? TheDelinquent Players Help will have Bay12 give you an action!
[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

Tellemurius

  • Bay Watcher
  • Positively insane Tech Thaumaturgist
    • View Profile
Re: You own a inter-galactic mercenary company!
« Reply #7 on: September 03, 2012, 01:05:17 pm »

Ask what the bartender will want to be hired. If it's under 1,000, hire him, too.
It's good for morale to have a combat bartender.
^^
Second that vote

Xantalos

  • Bay Watcher
  • Your Friendly Salvation
    • View Profile
Re: You own a inter-galactic mercenary company!
« Reply #8 on: September 03, 2012, 01:05:39 pm »

Yes! Obviously they'll be good in a fight, and if they're the only ones we have, we'll take 'em.
+1
Logged
Sig! Onol
Quote from: BFEL
XANTALOS, THE KARATEBOMINATION
Quote from: Toaster
((The Xantalos Die: [1, 1, 1, 6, 6, 6]))

Gamerboy4life

  • Bay Watcher
  • Helicopegasus
    • View Profile
Re: You own a inter-galactic mercenary company!
« Reply #9 on: September 03, 2012, 01:12:36 pm »

You ask the bartender, (Who is named Gordon Price,) if he wants to join your company, since combat bartenders are obviously required.

It turns out he was actually a Sargent in the Highlander military, and is quite willing to join your company for the fee of 1000 credits per month. He also requires no initial fee, having all of his old gear from his good ol' days.

You take him along, because Bartender-Sargents can provide booze, and necessary training for your mercs.



You recruit the five volunteers. Hopefully you can pick up more soon, since your compound can hold three times the amount. You currently have 18500 credits left over from paying the initial fees. Plenty of money to buy a dropship, and with a lot left over for rainy days.




Checking out the local shipyard, you are disappointed by their lack of variety, but the choices from here are your only choices if you want to get your mercs off this rock.

DS-M1 - A small sized dropship that can hold up to eight mercenaries. Extremely fast, but with little armor, and only two extremely dated Gauss cannons. 6000 credits.

DS-S75 - A large dropship, very slow, decently armored, and with a couple Gauss turrets on the top. It can be used to ferry heavy vehicles and large amounts of infantry, (Up to 20-30) making it a great planetary dropship. 15000 credits.'

CS-A7 A combat ship more than it is a dropship, it can hold four marines, and is fast, armored, and has weapons on every orifice. Several repeating gauss cannons on the front, with fancy laser turrets on the top and bottom of the craft. 17000 credits.

TS-E5 - A medium sized dropship that seems more of a bigger cousin to the DS-M1, it holds fifteen troops, can carry one small vehicle underneath, and is relatively fast, but low armored and like the DS-M1, has only two Gauss Cannons. 11000 credits.



STATUS-

Credits: 18500
Income: 8000 per month.
Expenses:  4760 per month.
Profit: 3240 per month.

Mercs:

Jon staen - Mechanic

Reg Uld - Brawler

Lilith Merd - Technician

Mark Nilman - Medic

Gordon Price - Sargent/Squad leader




((Mid-combat beer, anyone?))
Logged
I need to put something interesting here.

Tellemurius

  • Bay Watcher
  • Positively insane Tech Thaumaturgist
    • View Profile
Re: You own a inter-galactic mercenary company!
« Reply #10 on: September 03, 2012, 01:29:50 pm »

CS-A7, want to hit them hard and GTFO when need to

GreatWyrmGold

  • Bay Watcher
  • Sane, by the local standards.
    • View Profile
Re: You own a inter-galactic mercenary company!
« Reply #11 on: September 03, 2012, 01:35:49 pm »

You ask the bartender, (Who is named Gordon Price,) if he wants to join your company, since combat bartenders are obviously required.

It turns out he was actually a Sargent in the Highlander military, and is quite willing to join your company for the fee of 1000 credits per month. He also requires no initial fee, having all of his old gear from his good ol' days.

You take him along, because Bartender-Sargents can provide booze, and necessary training for your mercs.

...


((Mid-combat beer, anyone?))
Wow, I didn't actually expect this would happen. Funnily enough, I also imagined him handing out beers in the middle of combat.

The CS-A7 can't hold all five of the employees, let alone me/us. I vote the TS-E5, which is fast enough to GTFO and also has room for a vehicle AND some more troops, once we want to expand. It is also cheaper.
« Last Edit: September 03, 2012, 01:44:46 pm by GreatWyrmGold »
Logged
Sig
Are you a GM with players who haven't posted? TheDelinquent Players Help will have Bay12 give you an action!
[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

Gamerboy4life

  • Bay Watcher
  • Helicopegasus
    • View Profile
Re: You own a inter-galactic mercenary company!
« Reply #12 on: September 03, 2012, 01:49:28 pm »

You are having a hard time deciding between the A7, and the E5.

The A7 would be perfect for black-op insertions, requiring fast insert, fast extraction. It would be great for boarding small ships or infiltrating compounds. The lack of room is a problem, but could likely be jury-rigged by removing certain components.

The E5 is a better landing craft for a larger force, for a more brunt force mission. It could effectively board larger ships, and be able to actually take over the compound, not infiltrating it. However, it is a cheap craft, with good armor, not great armor, and a minuscule amount of weapons, leaving it very vulnerable in between drop zones.
Logged
I need to put something interesting here.

GreatWyrmGold

  • Bay Watcher
  • Sane, by the local standards.
    • View Profile
Re: You own a inter-galactic mercenary company!
« Reply #13 on: September 03, 2012, 01:56:21 pm »

Hm...How much would it cost to, say, bolt some steel or something onto the outside and upgrade the weapons? Also, how much would that help?
For that matter, how much would the jury-rigging affect the performance of the ship and could some kind of vehicle housing kinda like the E5's be added?
Logged
Sig
Are you a GM with players who haven't posted? TheDelinquent Players Help will have Bay12 give you an action!
[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

V-Norrec

  • Bay Watcher
    • View Profile
Re: You own a inter-galactic mercenary company!
« Reply #14 on: September 03, 2012, 01:58:59 pm »

Its gotta be the A7.  Gotta be.
Pages: [1] 2 3 ... 22