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Author Topic: You own a interstellar mercenary company!  (Read 15870 times)

Kashyyk

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Re: You own a interstellar mercenary company!
« Reply #120 on: September 04, 2012, 05:52:57 am »

Gregory tends to disagree with the others due to his differing viewpoints, but will relent if the others have a point, outnumber him, and/or include a superior officer.

I see what you did there :P

Gamerboy, I think what we're waiting for now, is how much we're getting paid, info on the new guys and a return to base so we can outfit the group.
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ansontan2000

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Re: You own a interstellar mercenary company!
« Reply #121 on: September 04, 2012, 06:30:57 am »

PTW.
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GreatWyrmGold

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Re: You own a interstellar mercenary company!
« Reply #122 on: September 04, 2012, 02:59:11 pm »

Gregory tends to disagree with the others due to his differing viewpoints, but will relent if the others have a point, outnumber him, and/or include a superior officer.

I see what you did there :P

Yup, referring to when I was being outvoted.
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Gamerboy4life

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Re: You own a interstellar mercenary company!
« Reply #123 on: September 04, 2012, 05:09:17 pm »

Gregory tends to disagree with the others due to his differing viewpoints, but will relent if the others have a point, outnumber him, and/or include a superior officer.

I see what you did there :P

Yup, referring to when I was being outvoted.

What you did there... I see it.

Anyway, I feel the last couple posts have been a little too railroady, but it was late at night and I was dead tired.

If it was for you all too, then I'll try to make it more involving, if not, then I'll keep on keeping on.

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

Your squad, and two new recruits, have returned to the base. You noticed on the very, very crammed ride back, and as your teammates were leaving, (Except for Lilith, who was under the influence of heavy amounts of anesthesia and morphine,) they had a less than friendly attitude to the new recruits, especially Reg.

You led the two crewmen out of the ship, giving them a pair of rooms to set up in, and told them to talk to you after they were done settling in about payment.

Upon writing a report about the mission and submitting it to the Highlander military, no less than an hour later you received the payment that was agreed upon. 4000 credits, and as an added bonus for the prisoners, you received 1000 credits, bringing the overall payment to 5000. Not bad.

An hour after that, the two recruits came by, and you had a talk with them, agreeing on payment after learning a little bit about them.

The older one was named Jon Mckinney, and is actually a pilot. This relieved you greatly, because you would not have to rely on the very exemplary (Not really,) piloting skills of Mark. You agreed on a paycheck of 500, since he is a non-combatant.

The younger one is named Gregory Warren Goff, and was some scientist of who-gives-a-fuck what, on a world you don't know, or really want to know about. However, he is quite handy with knives, and knows how to hit the broad side of a barn every so often with a pistol. He asked for 800 credits, and you reluctantly agreed.

He seems whiny.

But he was able to identify the assault rifles you took off the marines. They were BR-A87's, and they are experimental weapons, just a year or two off of being issued to all Sol marines. It has superior penetration to any other rifle currently in production, and you're lucky to add them to your arsenal.

You also found a multitude of assorted grenades in that small weapon's shipment you confiscated, flashbangs, typical fragmentation grenades, there were also some mean incendiary grenades you were itching to try out.

After settling the business with the new recruits, you still have the choice of choosing another job, or doing something else related within your company, such as attempting to buy a new craft, or get weapons upgrades, that sort of business stuff.

The jobs the Highlanders are currently offering include:

The old Space station job is still available, but they upped the pricing. It seems no company is willing to do it. You have to infiltrate a Highlander station that went off the grid several days ago, discover what happened, who attacked, and if possible, get the communications up and running again. It is a dangerous job, due to the lack of any information other than the old station population census, thousands of workers, around 25 confirmed friendly marines. Payment is now 10000 credits. Expect danger.

A vehicle manufacturing plant owned by the Highlander Confederation is under attack from Empire forces. They want mercenary units to fly in, provide any support available, infantry, vehicular, or air. The plant is high in value, producing a large number of heavy tanks for the Confederation, and rumors of some Walking mechs that come out of those doors also. Payment is around 6000 credits. It will be a large scale battle, with several platoons on both sides duking it out.



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.

Equipment:

Unmodified CS-A7
Sol BR-A87 rifle.







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Kashyyk

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Re: You own a interstellar mercenary company!
« Reply #124 on: September 04, 2012, 05:25:12 pm »

If we were to take the CS-A7 in as air support, would it work with just a pilot, or would we need gunners?
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Gamerboy4life

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Re: You own a interstellar mercenary company!
« Reply #125 on: September 04, 2012, 05:34:32 pm »

The A7 has two laser turrets on it that could be used as air support. You guys didn't cut them off for the extra space, and look how that turned out. :P
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Parsely

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Re: You own a interstellar mercenary company!
« Reply #126 on: September 04, 2012, 05:54:36 pm »

Admit Reg and Lillith to the infirmary and have Mark keep a close eye on them. Talk to all the others about being more amicable towards the newcomers. They're grateful we saved them and they'll prove to be valuable companions in due time. Talk to Geoff (the pistol 'expert') and see if you can learn more about his talents (perhaps he can serve as our armoury master and work with the mechanic on weapon improvements). Ask our new pilot what he thinks of our A7, and see if he can perhaps consult with our mechanic to think of any cheap ways that we can improve its passenger compartment (namely bigger and safer) without reducing its firepower, armour, or speed.
« Last Edit: September 04, 2012, 06:13:18 pm by GUNINANRUNIN »
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Kashyyk

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Re: You own a interstellar mercenary company!
« Reply #127 on: September 04, 2012, 05:58:45 pm »

Also, remind everyone that they have agreed to serve the federation, under our command, previous nationality does not matter now.
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Parsely

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Re: You own a interstellar mercenary company!
« Reply #128 on: September 04, 2012, 06:05:25 pm »

Also, remind everyone that they have agreed to serve the federation, under our command, previous nationality does not matter now.
Vetoed. We're mercs. I'd rather not have them feel as if they're obligated to anyone except the unit. They joined us knowing we could have killed them at any time. At this point I think they're more loyal than the guys we picked up back at the pub. Not to say that they aren't good men.
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GreatWyrmGold

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Re: You own a interstellar mercenary company!
« Reply #129 on: September 04, 2012, 06:05:57 pm »

Recover, then take the shuttle job. It's going to get snapped up soon.
We have two mercs whose best combat skills are close-quarters, which is better in a cramped space station then in an open battle. Add this to the list of reasons I gave for taking the space station the first time.
Also, remind everyone that they have agreed to serve the federation, under our command, previous nationality does not matter now.
Vetoed. We're mercs. I'd rather not have them feel as if they're obligated to anyone except the unit. They joined us knowing we could have killed them at any time. At this point I think they're more loyal than the guys we picked up back at the pub. Not to say that they aren't good men.
This.
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Kashyyk

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Re: You own a interstellar mercenary company!
« Reply #130 on: September 04, 2012, 06:07:14 pm »

How long would it take for Reg to have healed? I'd rather not drag him back into combat if he's injured.
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GreatWyrmGold

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Re: You own a interstellar mercenary company!
« Reply #131 on: September 04, 2012, 06:08:30 pm »

Yet another reason to not take the immediate-term defense contract.
Also, should we have the new recruits keep an eye on the injured when we're out, to show we trust them?
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Parsely

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Re: You own a interstellar mercenary company!
« Reply #132 on: September 04, 2012, 06:09:51 pm »

How long would it take for Reg to have healed? I'd rather not drag him back into combat if he's injured.
+1 Although I'm more concerned about Lillith. Reg caught one round but she got peppered. And frankly she's more important.
Also, what are our medical capabilities aside from Mark? Do we have a med bay?
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Yet another reason to not take the immediate-term defense contract.
Also, should we have the new recruits keep an eye on the injured when we're out, to show we trust them?
A good idea, but they may get bored, and we HAVE to take the pilot with us. I think we've got enough time for the guys to get healed up before we move out for the mission following this one.
« Last Edit: September 04, 2012, 06:12:22 pm by GUNINANRUNIN »
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GreatWyrmGold

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Re: You own a interstellar mercenary company!
« Reply #133 on: September 04, 2012, 06:26:58 pm »

Not if the mission we want to take is to defend a plant on a planet that's currently being invaded.
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Kashyyk

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Re: You own a interstellar mercenary company!
« Reply #134 on: September 04, 2012, 06:32:48 pm »

Well, I personally would prefer just being air support for that one, where we'd only need the pilot and some gunners. Although I s'pose we could drop some guys behind their lines to take out any artillery, or better take it over and shell their guys.
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