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Author Topic: You own a interstellar mercenary company!  (Read 15843 times)

GreatWyrmGold

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Re: You own a interstellar mercenary company!
« Reply #180 on: September 06, 2012, 08:51:13 pm »

Offer to help them out with their next mission and give them the official recognition in exchange for hauling the prisoner back to base ourselves (and collecting the bonus). It gives us a plot hook, more confidence from this guy, and the money.
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stabbymcstabstab

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Re: You own a interstellar mercenary company!
« Reply #181 on: September 06, 2012, 09:29:40 pm »

Try to split it and see if we can get any jobs to be deployed with those men.
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Contemplate why we have a sociopathic necrophiliac RAPIST sadomasochist bipolar monster in our ranks, also find some cheese.

Sprin

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Re: You own a interstellar mercenary company!
« Reply #182 on: September 07, 2012, 02:20:31 pm »

OUR lives were also at risk and without us you would have lost this fight if not for us!
We gave up our contract to help them without this guy we get nothin, we dont get a nice phat pay check like them either...

ALSO GRAB A BREW FROM GORDON!!
Wait maybe we can have some brews and come up with a deal!
« Last Edit: September 07, 2012, 03:59:30 pm by Sprin »
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Gamerboy4life

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Re: You own a interstellar mercenary company!
« Reply #183 on: September 07, 2012, 05:56:23 pm »

"Listen. If we take this guy back, we get paid the money. We can grow, and help save your asses in the future. My guys were mopping the floors with Kapellans just as much as you were. If you bring him back, you get a thank-you." You explain. "We aren't taking credit here. We are sending the guy in, and getting money for it. We didn't capture him alone, and we couldn't have done it without you guys, and vice versa."

"Why can't we just bring the guy and state it ourselves?" The squad leader questions, scowling.

"Because you won't get money for it. We get money, we grow, hell, I'll even split it for you, or if you need it, my squad can help you out." You say. "Our ship is fast, my men are quick, and we are efficient. If you allow us to take this guy in, we'll help you in the future, mention your valor and courage, and make sure at the end of the day, the Highlanders recognize you guys were the ones able to give them a heads up on this invasion force."

The squad leader growls, but says, "Fine. But don't you dare to forget to mention our losses here. And you had better hold up on your promise."

You nod, and tell Reg to grab the prisoner. You all load up in the A7, and you shut the hatch. The Highlanders do the same, and by the time they have left the hangar, you are already gone.





You land back at base, and tell Reg and Gordon to put this guy into an empty room, and lock it up until the Highlander military comes to pick them up. You go to your office, and write the report, mentioning the Highlander marines stationed, and almost exaggerating their efforts to hold the station, even in ruins. You also mention the testimony of the pilots, and include what minor sensory data you found in the comms relay. Once done, you mail it to the Highlanders.

You should receive a paycheck soon, probably in a few hours. You could check on Lilith, see about getting new mercenaries, getting weapons and armor, or possibly even investing in a new ship, because your company is starting to outgrow the A7.

You roll on the balls of your feet, staring idly at a bright painting upon the wall of your office. What should you do?

















STATUS- Credits: 6500
Income: 8000 per month.
Expenses:  6060 per month.
Profit: 1940 per month.
Mercs: 
Jon staen - Mechanic
Reg Uld - Brawler - Minor injury.
Lilith Merd - Technician - Heavily injured.
Mark Nilman - Medic
Gordon Price - Sargent/Squad leader
Jon Mckinney - Pilot
Gregory Goff - Whiny handgun “Expert” and scientist of some sort.


Kapellan Marine Prisoner.



Equipment:

Unmodified CS-A7
Sol BR-A87 rifle.


Facilities:

15 Dorms
1 Office
1 Med bay
1 Hangar/Workshop
1 Armory
1 Small storage room.
4 Guard/Sniping outposts on the perimeter.

A large wire fence that surrounds the perimeter, adorned with electrified wire.
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GreatWyrmGold

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Re: You own a interstellar mercenary company!
« Reply #184 on: September 07, 2012, 07:18:33 pm »

Put our ears to the ground about that space station and figure out why it was important. Also, make sure we're ready whenever we hear a new job offer or the favor-request coming it.
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Tsuchigumo550

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Re: You own a interstellar mercenary company!
« Reply #185 on: September 07, 2012, 07:59:30 pm »

check on Lilith, first and foremost.

See about getting a TS-E5 -
Spoiler (click to show/hide)

Try to get one for as cheaply as possible or see if you can get a mostly intact one from a scrapyard- if you can get the core and bridge of this ship, you should be able to retrofit the other parts and possibly only need an engine upgrade. If you don't have to mix up parts from the two ships, use the A7 as an independent strike aircraft. If you have to merge the two craft, sell the leftover parts to cover the costs for the engines.
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Alright you two. Attempt to murder each other. Last one standing gets to participate in the next test.
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GreatWyrmGold

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Re: You own a interstellar mercenary company!
« Reply #186 on: September 07, 2012, 08:09:43 pm »

I like the idea Tsuchigumo550 suggested. Keeping ears to ground can be done on breaks and after we're done.
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stabbymcstabstab

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Re: You own a interstellar mercenary company!
« Reply #187 on: September 07, 2012, 09:52:01 pm »

Might as well and lets start saving up for some light vehicles to use later in case we get sucked into a major battle.
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Contemplate why we have a sociopathic necrophiliac RAPIST sadomasochist bipolar monster in our ranks, also find some cheese.

Gamerboy4life

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Re: You own a interstellar mercenary company!
« Reply #188 on: September 07, 2012, 10:06:17 pm »

You go to the med-bay, to check on Lilith's status.

She's awake, and liberated of most of her bandages, and arguing intensely with Mark.

"I've been out for three days, let me do something!" She pleaded. "I can't sit around for another week!"

"Listen, you got hit hard, I can't without good conscience let you out of medical care." Mark says, sighing. He's already done this with Reg once.

"Or the boss overrides it." You say, and Mark looks at you, slightly annoyed.

He replies, "Would you mind letting my patients heal completely?" he has to talk loudly to cover Lilith's complaints.

"I'm not putting her into battle, but I can take her while I look for a new ship. She'll get a chance to stretch her legs." You say, and Lilith stands up, clearly relieved.

"Lord, you are going to get us all killed." Mark mutters, swiveling around in his chair as you and Lilith walk out. She expresses her gratitude in the form of complaining about Mark while you head towards one of the civilian vehicles that litter the compound. You decide to take the Jon "twins," one being a pilot, the other being a mechanic, while you look for a new ship.

You already have one in mind, the TS-E5, and as the car peels out from the gates, you decide to hit up a local junk-yardy-type place, to see if they have an old TS-E5 you can buy on the cheap.

You find an old E5 body at the yard, it still has the mechanics, pressurization, everything that's needed except for the engines and some minor systems. The systems would be easy to install, the engine, likely, will not, and will take a while. The scrapyard owner is willing to sell you a stronger engine than most E5's are issued with, increasing speed and power abilities, for about 2000 credits. The body is worth around 4000 credits, and he can add some laser turrets to the sides, top, and bottom, for 100 each.

Buying only body and engine, brings about 4000 credits, but if Jon doesn't install it correctly, or one part is defect, it might mean disaster. Buying a vanilla E5 will be much safer, but much more expensive. The turrets could aid the E5 in an infantry support role, leaving the E7 to destroy armored targets and protect the large drop ship.

The Jon's are energetic about buying the E5, whispering excitedly about the modifications, and about getting some grease under their fingernails putting the thing together. Lilith, is unsure. She thinks it is, quote, "A damned deathtrap waiting to happen."

Well, it's cheap, and if you trust the Jon's, its a great buy. You can even afford it with your current credits on hand, and not have to wait for the payment which is soon to come. It will also help you save up for some light armor, which would be nice for a larger fight.




STATUS- Credits: 6500
Income: 8000 per month.
Expenses:  6060 per month.
Profit: 1940 per month.
Mercs: 
Jon staen - Mechanic
Reg Uld - Brawler - Minor injury.
Lilith Merd - Technician - Heavily injured.
Mark Nilman - Medic
Gordon Price - Sargent/Squad leader
Jon Mckinney - Pilot
Gregory Goff - Whiny handgun “Expert” and scientist of some sort.


Kapellan Marine Prisoner.



Equipment:

Unmodified CS-A7
Sol BR-A87 rifle.


Facilities:

15 Dorms
1 Office
1 Med bay
1 Hangar/Workshop
1 Armory
1 Small storage room.
4 Guard/Sniping outposts on the perimeter.

A large wire fence that surrounds the perimeter, adorned with electrified wire.
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Tsuchigumo550

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Re: You own a interstellar mercenary company!
« Reply #189 on: September 07, 2012, 10:28:49 pm »

I think we should take it, but install a minimal amount of weaponry. Only the body and engine, no need to push it. If it works out well, we can use it as our main attack vehicle, if not, we could use it for a mix of "drop and support" or suicide missions if it comes down to it.

In simplest terms:
Do it!
--If it works pretty well: Move all our important crap to the new ship and use it as the base of operations.

--If it dosen't work right/isn't suitable for a main ship:
Outfit it anyway but use it to drop anyone "extra" we need on a mission then provide fire support for as long as she'll hold out. If we need to, it can be used to suicide dive into something if it dosen't do that on it's own.
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Alright you two. Attempt to murder each other. Last one standing gets to participate in the next test.
DIRK: Pelvic thrusts will be my exclamation points.

GreatWyrmGold

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Re: You own a interstellar mercenary company!
« Reply #190 on: September 08, 2012, 06:29:57 am »

The above sounds good, but we'll probably want to add a turret or two once we confirm spaceworthiness and get a bigger crew.
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Kashyyk

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Re: You own a interstellar mercenary company!
« Reply #191 on: September 08, 2012, 07:10:21 am »

I'm all for that. We should look into exoarmour next, if we can all be running around in heavy power armour or something we'd be so much more badass.
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Sprin

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Re: You own a interstellar mercenary company!
« Reply #192 on: September 08, 2012, 07:33:01 am »

BUY EVERYTHING!!
we still got our old ship for now so if we fuck up we only lose some creds that we get in a few days and still be in the black.
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stabbymcstabstab

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Re: You own a interstellar mercenary company!
« Reply #193 on: September 08, 2012, 09:25:50 am »

Buy it, the engine and five or so laser Cannons, then lets get her fixed up and  put our next payment to to replace broken parts.
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Long Live Arst- United Forenia!
"Wanna be a better liberal? Go get shot in the fuckin' face."
Contemplate why we have a sociopathic necrophiliac RAPIST sadomasochist bipolar monster in our ranks, also find some cheese.

Gamerboy4life

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Re: You own a interstellar mercenary company!
« Reply #194 on: September 08, 2012, 09:27:26 am »

You buy the E5 chassis and engine. Happy you took the damn thing off his hands, the scrap yard owner throws in a old gauss cannon. It won't do much, but it's weaponry. Loading it up in a truck, you and your crew take it back to base.


The Jon's unload the parts, saying they should have a space-worthy craft in a day or two.

Reg and Gordon tell you they have already relinquished the prisoner to the Highlanders, and you check the office to see the amount of credits wired to you.


15,000. A whopping amount of credits, and they have also raised your monthly salary by 2000 to help recruit more men, which you think it is nigh time to do.

But you decide to look on getting upgraded armor for your crew. There are no local heavy weapons or armor dealerships on the planet, so you will have to get it shipped if you want to buy.

You take a look at the available armor for sale.


BA-1N - Light armor with durable barrier technology. Good for units who have to move fast, or are not supposed to constantly be in the line of fire. 200 credits per set.

BA-MN - Medium armor with barrier technology, good for your average foot soldier. 300 credits per set.

BA-HN - Heavy armor with great barrier technology. Good for the men you want to get up close and personal, acting as a juggernaut in the field. The armor is much more powerful than the other two, but much more heavy, making the wearer quite slow. 450 credits per set.

BA-JN - Technically not even considered a suit of armor, is an experimental battle suit that turns the user into an 8 foot tall armored, walking tank. Is effectively impervious to most small-arms fire, and is installed with jump-jets that can propel through space and even in atmosphere. Anyone wearing this cannot hold a typical weapon, so the suit is armored with a Light-machinegun in the right hand for anti infantry, a high-intensity laser on the left hand, and a grenade launcher on the shoulders. The BA-JN is very agile, though the viewport is small, leaving a large blind spot, requiring the need for friendly infantry. 4000 credits per set.

CA-LM - A very advanced piece of light armor, with heavy shielding and effective ferro-fibrous armoring. 500 credits per set.

CA-MM - A very advanced piece of medium armor, with heavy sheilding and armoring. 700 credits per set.

CA-HM - A very advanced piece of heavy armor, with great shielding and heavy armor. 800 credits per set.



STATUS- Credits: 21,500
Income: 10,000 per month.
Expenses:  6060 per month.
Profit: 3940 per month.
Mercs: 
Jon staen - Mechanic
Reg Uld - Brawler - Minor injury.
Lilith Merd - Technician - Heavily injured.
Mark Nilman - Medic
Gordon Price - Sargent/Squad leader
Jon Mckinney - Pilot
Gregory Goff - Whiny handgun “Expert” and scientist of some sort.

Vehicles:
CS-A7
TS-E5 - Currently being put together.

Equipment:

Sol BR-A87 rifle.


Facilities:

15 Dorms
1 Office
1 Med bay
1 Hangar/Workshop
1 Armory
1 Small storage room.
4 Guard/Sniping outposts on the perimeter.

A large wire fence that surrounds the perimeter, adorned with electrified wire.

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