Shadowrun

Shadowrun Play => Play-by-Post => Topic started by: Damnyankee on <01-31-11/2114:55>

Title: War! merc game - Currently full
Post by: Damnyankee on <01-31-11/2114:55>
Campaign details (Improved)

This game will revolve around a unit of mercenaries whose job is to interface with the local population in a recently conquered nation.  They will be tasked with trying to provide services that have been removed due to the change of government, such has investigations and solutions to major criminal complaints or providing an alternative method to dispute resolution.   
They will also interface with the population for the mercenary company, though not as representatives of the employers of the mercenaries. For example, they will not be directly involved with setting up a new government, however, they will attempt to provide compensation for property damaged during military operations. 
The mercenary company as a whole is tasked with providing security in the region, which includes setting up and maintain road blocks, security patrols, and route clearance. 

The team will include 6 to 8 members, most of whom should be licensed mercenaries, and not civilian advisors.  The team must be capable of operating independently, and must be capable of defending it self, and civilians from hostles.  The team should include between four and six operators who's specialty is in line with the mission.  For example, detectives, mediators, medical personnel, technical and/or thaumitergical experts.  The team will be assigned an APC from the company motor pool.  As per company procedures, the APC will have a crew of two, either a driver and gunner, or a driver and assistant driver, or a driver and gunner/commander, depending on the personnel.

Veteran Mercenary
Cost: 10 BP

The character is a veteran of a mercenary company and as such can call on its resources. In game terms, this means  the character possesses the mercenary company as a free Group Contact (see Groups as Contacts, Runners Companion P. 124) with a modified Connection Rating of 8 and a Loyalty Rating of 4. This also allows her to use the companies supply chain for restricted gear (for a 20 percent cut)  (though items are contingent on gamemaster approval). A veteran merc has seen it all, giving him an edge when trying to gauge someone’s intentions. Treat this as a +1 dice pool modifier to Judge Intentions Tests, and  when confronted with the effects of death and violence, treat this as a +1 dice pool modifier to Composure Tests. However, the character is required to aid and participate in company activities on a regular basis. Also, add 2 points to the character’s Notoriety score. These additional  points may not be bought off by Street Cred.  Mercenary characters are usually deployed for long lengths of time,  though the character could be on leave. This quality requires gamemaster approval. 

Standard issue equipment
Singularity Battle Buddy Basic R5, S5, S5, F5.
Simlink,Biometric reader:Fingerprint, Skinlink

HK XM30 standard version. + carbine kit. Smartlink mark 74, advanced safety mod. (immobilizer) Skinlink. Smartlink camera upgraded with LL and flare compensation.
Six rifle magazines, 180 rounds RFID tagged regular rounds
2 Grenade launcher magazines, 16 RFID tagged mini grenades. (choose)
Walther PB-120 Smartlink mark 74, advanced safety mod. (immobilizer) Skinlink.
2 Magazines. 20 rounds RFID tagged regular rounds.

Light military armor
Mobility upgrade 1, Chemical Protection level 4,Quick release ,Thermal damping 3,Fire resistance 3, Helmet

The vehicle
CC Modified Appoloosa Type III
Upgrades: Amenities (Squatter), Off Road Tires, Extra Entry/Exit Points, ECM 3, ECCM 3, Weapon Mount (Reinforced, external, turret, remote w/ Aries MP Heavy Laser) w/ Gyro link, Rigger adaptation, Manual control over ride, Retrans 8,Satellite communications, lock on countermeasures. Improved Sensor array, missile defense system.

Title: Re: War! merc game?
Post by: Boer_Kommando on <01-31-11/2115:54>
I am interested
Title: Re: War! merc game?
Post by: joe15552 on <01-31-11/2130:32>
Wow, 6-8 players? That sounds pretty epic. Hrm... I'm guessing combat savvy characters are a must... Any cultural, ethnical, or racial requirements?
Title: Re: War! merc game?
Post by: Sludig on <01-31-11/2201:44>
I would definately be interested.
Title: Re: War! merc game?
Post by: Damnyankee on <01-31-11/2208:54>
Well, its got to be somebody who can play nice.  In this game you are not making shadowrunners, but mercenaries.  They talk about the differences in War! around pg 129.   For the role the group will be involved in, they probably wont take an extreme meta type or SURGE victim.  I'll also say no natural body larger than 6 as you are expected to fit in to an APC.  (If a very large troll wants to join the merc company they have other uses for them.)  None of the PC's will be Officer rank, any one who has education/specialty to warrant officer status will be a warrant officer.   I'd also ask that players not make their characters in the dark.  a merc team is supposed to have a bit more esprit de corps, so they should fit together better, and trust each other more.  That said, the start of the game the PC's will not automatically have worked together, we will start with some work-up training. 

The concept (in a nut shell) is that a merc company expects to be doing peace keeping/counter insurgency operations after a change of government some place.  They want to use their special forces teams for other missions, but need some people to do the things that Public affairs/MP/CID type units would do in a national force.  The team would not provide physical policing, but if some one needed arrested, or if some major crime needed investigated this team is the unit - right in the middle of a semi-active war zone. Like I said earlier, troubleshooter and firemen.   Being mercs, they make one unit wear more than one hat.  The team will be one squad in the only platoon of its type, and will operate independently of the other squads, the platoon LT performing administrative leadership.

The team will comprise of:
One Vehicle driver
One Vehicle gunner
Four to six specialists, investigators, mage/shaman types, hackers and maybe more meat shields, though the nature of PBP makes a combat heavy game unlikely.
400 pt characters, but remember that a lot of stuff you normally buy as a runner you don't need as a merc.  But the flip side, no disadvantages that would keep you from being employed by a semi-responsible merc company.  No day-job (its assumed for everyone.)
I haven't nailed down the merc company yet, and probably wont use a published one. 
So, discuss amongst yourselves characters, theres less need for secrecy (because you should trust each other some what.)  As I haven't totally fleshed out the Merc company, I'm open to suggestions for SOP/TOE.  Though I've already decided that the group will be assigned an Appolusa, (hence the driver and gunner.)

TLDR: Useful characters that are not liabilities and can follow orders.

Damnyankee
EDIT: head cold = typos
Title: Re: War! merc game?
Post by: Bewilderbeast on <01-31-11/2216:30>
This sounds interesting. I'd be willing to play by the rules. I only have the main Shadowrun book, though. Will that put me at a disadvantage in making useful characters?

I'd be tentatively interested in playing the vehicle gunnery specialist. I was reading the Shadowrun book and thought, "Man, that'd be cool to have a character specialized that way, but when would I get the chance to play in a game that would definitely have an experienced driver to work with, and definitely have a big, scary vehicle with a big, scary weapon, and definitely have at least a reasonable chance to use it?" Apparently... now?
Title: Re: War! merc game?
Post by: Damnyankee on <01-31-11/2222:28>
The main book is plenty fine.  Two other books that MIGHT come in handy would be Arsenal, and augmentation, though, augmentation more than arsenal, because you have less choice of your equipment.    The vehicle gunner has a lot of flexibility, because he only really needs the gunnery skill.  Tomorrow after class (collage) I will post what the merc company requires and "minimum proficiency" it probably wont be too much.

Damnyankee

As an aside, my favorite all time SR character was made with only the SR3 main book, before any supplements had been published - played him for 3 years.  Don't feel like the lack of supplements will limit you.
Title: Re: War! merc game?
Post by: joe15552 on <01-31-11/2232:02>
Oh! THAT kind of fires are being put out.

That is some cool stuff. I agree that RFID tag erasers, fake SINs and fake Licenses would not be needed in a war zone. Kinda funny to think about, actually. "Um... no I don't have a license for this laser cannon, dumb-ass. You wanna get out of the way, now?" Good times ahead, I predict.

I can do a mage. Probably a shamanistic mage with high body so he can wear good armor. I'd probably go human, just 'cause humans are easy to fit in to a game. Only problem with shamans is that they kinda need a reason to fight... Well, actually, I could just have my mage be a devotee of a god of war. That's easy to fit in. I'll throw in some computing skill so he can actually use his equipment and that makes a damn sexy war mage. In war, you gotta have a good interrogator, so I'd probably get Mind Probe to make sure we didn't miss any info. Of course, there's the necessities like Levitate, Awaken, and Heal. Any other suggestions for a mage type in your war campaign?
Title: Re: War! merc game?
Post by: Damnyankee on <01-31-11/2238:58>
Burned out mage.  Well, not total burn out, but some of the spells in War! are totally designed for casters with cybereyes/ware.  if you are judicious you can fit a lot of cool sh..stuff in 1 pt of essence.  (sleep regulator = win)   There are a couple of potential war god totems out there.


Damnyankee
Title: Re: War! merc game?
Post by: Sludig on <01-31-11/2243:42>
I'm thinking an adept tracker, with some investigation tools, and with that tracking, some sniper qualities.
Title: Re: War! merc game?
Post by: Boer_Kommando on <01-31-11/2246:51>
I can easily do a Combat Hacker, who works as the intel and communications expert as well as the 'hack on the fly' for combat advantage .
Title: Re: War! merc game?
Post by: Sentinemodo on <02-01-11/0258:29>
I can go for driver rigger double on recon and surveillance.

Or a close combat specialist - razor guy - I can't make my mind ;)
Title: Re: War! merc game?
Post by: Sichr on <02-01-11/0354:06>
Count me in.
I should take care of the wheels...
Character later this afternoon

I can go for driver rigger double on recon and surveillance.

Or a close combat specialist - razor guy - I can't make my mind ;)


If you dont mind, I will make it easier for you to decide

Any restrictions on availability (12 is a top?)
Title: Re: War! merc game?
Post by: Uncle Vabka on <02-01-11/0512:12>
I am up for it if there is space. Happy to go with either a combat mage of some sort, or a demo specialist/armorer. Let me know if there is room. Thinking of a dwarf.
Title: Re: War! merc game?
Post by: Sentinemodo on <02-01-11/0534:53>
Count me in.
I should take care of the wheels...
Character later this afternoon

I can go for driver rigger double on recon and surveillance.

Or a close combat specialist - razor guy - I can't make my mind ;)


If you dont mind, I will make it easier for you to decide

Any restrictions on availability (12 is a top?)

Fine be me, razorguy is incoming :)
Title: Re: War! merc game?
Post by: Uncle Vabka on <02-01-11/0630:03>
Making up a 400 pt dwarf demo expert (cant find the points to also have him as the armorer, but that was mostly flavour anyways).

Quick question - contacts? Or are they a given considering that we are in a unit?
Title: Re: War! merc game?
Post by: Damnyankee on <02-01-11/0829:19>
I've got 7 people who have asked to play so far... so if you posted you have a spot, and room for one more.

Avalibilty 12 for personal gear/equipment yes.   The merc company has a benifit program where they will lone you (interest free) up to 30,000 for cyber/bioware.  You repay 5% per month right out of your pay.  Take this as debt disadvantage if you want.  This is also a legit excuse for having the restricted gear advantage.

Also, nothing wrong with having both a driver rigger and a drone rigger if two people want to go that way.  Drones are a powerful force multiplier.  (and so are spirits..)

Details on the company later today (hopefully)

Damnyankee
Title: Re: War! merc game?
Post by: Uncle Vabka on <02-01-11/0833:06>
Great stuff. Character mostly made up - did not put any points on contacts, but I can stick up a 6 point one with the debit points taken out of my resources if need be.
Title: Re: War! merc game?
Post by: Damnyankee on <02-01-11/0840:21>
Contacts, sorry.  You will have your chain of command as a psyudo contact...but if you want to know Joe in accounting, or Sam in Supply, well thats going to be a contact.  Or Ezra the war corispondant... or be creative.

Damnyankee
Title: Re: War! merc game?
Post by: Uncle Vabka on <02-01-11/0906:23>
Ok great.

We can take that 30K debit in addition to the -35 Neg Qualities, is that correct? If so, i will add a 6 point contact, if not, new recruit to the unit no matter my rank. How do you want to handle potential character submission? Post here or PM? Here might be a good idea since we can work on filling gaps in skills.
Title: Re: War! merc game?
Post by: Mystic on <02-01-11/0928:45>
Ah, winning hearts and minds. I wish I had the time, this does sound like fun. Investigations in the middle of a conflict zone. Yikes.
Title: Re: War! merc game?
Post by: Damnyankee on <02-01-11/0932:30>
Ok great.

We can take that 30K debit in addition to the -35 Neg Qualities, is that correct? If so, i will add a 6 point contact, if not, new recruit to the unit no matter my rank. How do you want to handle potential character submission? Post here or PM? Here might be a good idea since we can work on filling gaps in skills.
its a qualified Maybe.  If you go more than -35 with the debt, I'm going to be more restrictive on the other qualities, if your ascrewup/health risk they aren't as willing to loan you the money.

Post here.  I also give bonus karma for good (not necessarily long) character backgrounds.     And too that, you either already work for the company, or have been hired knowing basically what you already do, and no one knows where you are going to be sent to, its a very need-to-know.

Damnyankee
Title: Re: War! merc game?
Post by: Damnyankee on <02-01-11/0933:26>
Conrad's Conquerers,  Mechanized Infantry  Battalion
CO:  Lt. Col. Victor Boris Conrad

Conrad's Conquerers typically work for national entities, as apposed to megacorps, but its not universally true.   They  specialize in occupations and pacifications, they are both good at urban warfare and counter insurgencies.  Well trained and equipped for there role, they come at a price.  In almost every operation some one claims they violate UN procedure/human rights, but the UN has never issued any fines. Accusations against outside peace-keepers are common.   As an over sized Battalion, they often are employed to patrol a small city, or section of a big city.   

TOE
Battalion HQ
First Company, Mechanized Infantry
Second Company, Mechanized Infantry
Third Company, Mechanized Infantry
First Troop, Light Tank Troop (5)
First Battery Fire Support Battery
Sixth Company, Support Company.


Required Competencies:
Automatics: Must be able to reliably get  1 success five times in a row, for three different positions, shooting  at a bullseye for a penalty of -4.  Characters shoot an assault rifle in SA mode, without laser or smart link.
Position   Penalty   Time       notes
Prone      -5      1 minute   Bulseye, Medium range, May brace
Supported   -6      1 minute   Bulseye, Long  range, may brace
Sitting      -4      1 minute   Bulseye, short range

Characters may qualify for other types of weapons using the same rules above, but are only Required to qualify for Automatics (assault rifle).

Navigation:  Complete compass course.  Seven roles with two or more successes in a row.

Physical: Run must run two miles in less than 15 minutes.  See running rules in the main rule book.

Etiquette:  While not tested, anyone who doesn't have Etiquette (military) will stand out, in a bad way.

Unarmed Combat:  must be able to pin a person with a 6 dice pool in unarmed combat.

Specialty skills:  assume that if you are a driver, they will test you on driving, etc. 

These are the bare minimums, you should be able to do more than the minimum in several tests, and have aditional skills and qualifications.

Why I'm listing requirements like this: Because they test you, IE make you roll the dice.  They don't care  where the dice came from (training or attributes,) just that you can do the task. Assume that you can use edge on the tests, but all the shooting is tested on one day, The run and Unarmed are on another, and specialty skills, and the compass coarse are on the third.

Title: Re: War! merc game?
Post by: Uncle Vabka on <02-01-11/1002:06>
Ok great.

We can take that 30K debit in addition to the -35 Neg Qualities, is that correct? If so, i will add a 6 point contact, if not, new recruit to the unit no matter my rank. How do you want to handle potential character submission? Post here or PM? Here might be a good idea since we can work on filling gaps in skills.
its a qualified Maybe.  If you go more than -35 with the debt, I'm going to be more restrictive on the other qualities, if your ascrewup/health risk they aren't as willing to loan you the money.

Post here.  I also give bonus karma for good (not necessarily long) character backgrounds.     And too that, you either already work for the company, or have been hired knowing basically what you already do, and no one knows where you are going to be sent to, its a very need-to-know.

Damnyankee

Ok, doing some final tweaking then will write BG later on. Do you mean Karma to spend pre-play or extra BPs?
Title: Re: War! merc game?
Post by: Uncle Vabka on <02-01-11/1010:29>
And how will they be handing out rank?

Do you want us to show you the rolls for those tests?
Title: Re: War! merc game?
Post by: Damnyankee on <02-01-11/1015:12>
I will do the tests, (but only if it looks like its in doubt.. if it looks good Ill give it to you.)
Extra karma to spend before.

Ranks will be assigned by me, based on a number of factors.  If you want high rank, then you should have the appropriate skills.   Mercenaries will hire in at rank, but you should have something to make them do so.
Any of the Specialist characters will probably receive an NCO or Warrant officer rank.   Basically, once you know who is in charge, the rest of the ranks will be a little bit below that, with enough rank that you can tell the regulars to get out of your way.

Damnyankee
Title: Re: War! merc game?
Post by: Uncle Vabka on <02-01-11/1040:04>
Name: Jakob van der Windt
Nick Name: Grim

Build Points: 400

Good Karma Points: 2
Karma Points Awarded: 10

Metatype: Dwarf [25 BP]

Attributes:- [200 BP]
Body: 5 [30 BP]
Agility: 4 (+2) [30 BP]
Reaction: 3 [20 BP]
Strength: 5 [20 BP]
Charisma: 2 [10 BP]
Intuition: 4 [30 BP]
Logic: 5 [40 BP]
Willpower: 4 [20 BP]

Special & Derived Attributes:- [20 BP]
Edge: 3 [20 BP]
Essence: 1.96
Initiative: 7 (8 )
Initiative Passes: 1 (2)

Condition Monitors
Physical 11
Stun 10

Positive Qualities:- [10 BP]
Bilingual [5 BP]
Restricted Gear (Skill Wires 4) [5 BP]
Veteran Mercenary [10 BP]

Negative Qualities:- [-35 BP]
In Debt (The Company - ¥25000) [-5 BP]
Poor Self-Control (Compulsive Behaviour – Collects Trophies from Defused explosives) [-5 BP]
Records on File (Met 2000) [-10 BP]
Records on File (DeBeers-Omnitech) [-10 BP]
Sinner [-5 BP]

Active Skills:- [140 BP]
Athletics Skill Group 1 [10 KP]
Blades (Knives) 2 (+2) [8 BP, 2 KP]
Demolitions (EOD) 6 (+2) [24 BP, 2 KP]
Etiquette (Military) 2 (+2) [8 BP, 2 KP]
Firearms Skill Group 4 [40 BP]
Leadership (Tactics) 2 (+2) [8 BP, 2 KP]
Perception 4 [16 BP]
Survival 4 [16 BP]
Unarmed Combat (Krav Maga) 2 (+2) [10 BP]

Knowledge & Language Skills:- [27 “Free” points]
Academic: Military History 3
Language: Afrikaans (Native)
Language: English (Native)
Language: German 5
Professional: Demolitions Background 6
Professional: Soldier 5
Street: Merc Hotspots 4
Street: Merc Units 4

Starting Resources [23 BP/¥115 000 + ¥25000 from debt]

Bioware [Essence 1.35/2 = 0.68][¥76000]
Digestive Expansion [¥20000]
Muscle Toner 2 [¥16000]
Sleep Regulator [¥10000]
Synthcardium 3 [¥30000]

Cyberware [Essence 3.18][¥53900]
Cybereyes 4 w/ Eye Recording Unit, Image Link, Flare Compensation, Low-Light Vision, Microscopic Vision, Protective Covers, Smartgun Link, Thermographic Vision, Vision Magnification [¥7650]
Datajacks (Alphaware) (2) [¥1000]
Orientation System [¥1250]
Skill Wire Expert System (Alphaware) [¥6000]
Skill Wires 4 (Alphaware) [¥16000]
Wired Reflexes 1 (Alphaware) [¥22000]

Personal Weapons [¥1570]
Defiance T-250 w/ Integral Smartlink, Personal Grip, Dwarf Modification, Sling, Shock Pad, 20 Rounds Flechette Ammo (DV 9P(f), AP +2), 20 Round Ex-Explosive Ammo (DV 9P, AP -2) [¥1570]

Clothing & Armor [¥1000]
Form Fitting Body Armor (Half Suit) (4B/1I) [¥900]
Ordinary Clothing & Fatigues [¥100]

Comlink, Electronics & Programmes [¥5950]
Agent 3 [¥3000]
Analyze 3 [¥150]
AR Gloves [¥250]
Browse 3 [¥150]
Edit 3 [¥150]
Encrypt 3 [¥150]
Renraku Sensei w/ Mangadyne Deva o/s [¥1800]
Scan 3 [¥150]
Sim Module [¥100]
Trodes [¥50]

Other Gear [¥250]
Gecko Tape Gloves [¥250]

Cash (Remainder from Initial Resources)
¥1330

Contacts [7 BP]
William “Smiley” Ransom – Loyalty 4 Connection 3, Quartermaster NCO
(From Veteran Mercenary Quality) – Mercenary Company – Loyalty 4 Connection 8

Background
Jakob was born into an Afrikaans dwarven family that had fled the Oranje Free State due to anti-metahuman bias. The family had settled in the more sparsely populated rural areas of Namibia and had made a living working on short-term contracts for DeBeers-Omnitech, mostly bounty hunting or semi-skilled manual labour. This existing hand-to-mouth continued until Jakob’s eldest brother, Wilhelm, got full time work as a miner for the corporation.

His new status as a DeBeers-Omnitech corporate citizen gave the younger members, including Jakob, much improved oppurtunities. Growing up at the Kimberley diamond mines owned by the corp, Jakob showed an early interest in explosives and spent hours watching the engineers at work. When it came time for him to find employment of his own, it was a natural step for him to enter the corporate training programs intended to forge him into a demolitions expert.

Jakob hated it. The practical side he found intriguing, but the more academic studies of geology and engineering did not interest him at all and his grades soon slipped and he was expelled from the program. Facing the derision and condemnation of his family, Jakob sought to redeem himself by signing on with DeBeers-Security in the heavily armed forces that protected the corporate installations from the dangers of awakened Africa.

He completed his training, qualifying unsurprisingly as a EOD specialist. He thrived in the paramilitary environment of the corporate army, but hungered for more of a challenge than he was receiving working in Namibia and Nigeria. When his initial five year contract ended, he again outraged his family by declining a new contract. Jakob instead headed to Lisbon and signed up with a local MET 2000 recruiter on the hunt for new talent.

After passing through his evaluations, he was posted to a MET outfit working in Amazonia facing off against Atzlan forces. He thrived on the conflict, receiving commendations and promotions during his 1st and 2nd 3 year hitches. Then it all went to pot. A massive barfight involving MET members and some other mercs resulted in casualties amongst the mercs and the police sent to break it up. Jakob found himself the scape goat for the company, and was thrown to the press and political wolves.

Following a show trial, he was heavily fined personally, and MET was also fined. As a condition of his avoiding prison, Jakob was discharged from MET and ordered to leave Amazonia. Intensely frustrated and angry at his treatment, Jakob vowed to never work for a “big” merc unit again, let alone one that was practically a corp on its own.

His contacts lead him to the forces lead by Boris Conrad. Flying through his evaluation and tests, he was soon under contract and found himself a member of a team assigned to duties such as he had not had to undertake in more than a decade as a merc.

Appearance
Jakob has very close cropped rust-red hair and sports a handle-bar moustache. His body is hard and conditioned, although he is not abnormally muscled for a dwarf. He is covered with small scars and burn marks from his years of working with explosives, especially evident with a scattering of shrapnel scars on his left cheek. His cyber-eyes are covered with matte black protective covers, and the only additional visible augmentation are his datajacks.

He is extensively tattooed, mostly with abstract patterns in a generic “tribal” style, but also with unit crests from his time with DeBeers-Omnitech and MET 2000, although the latter has been defaced with a crude scar spelling out the word “bastards”.

((All equipment as listed can be considered "personal" and, where allowed by unit regulations, will be used in the field))
Title: Re: War! merc game?
Post by: Damnyankee on <02-01-11/1051:33>
Quote
Weapons [¥4305]
Grenades [¥230]
Clothing & Armor [¥1730]
Explosives & Demolitions Equipment [¥3040]
Linguasofts [¥4000]
Portugese 4 [¥2000]
Spanish 4 [¥2000]
Comlink, Electronics & Programmes [¥6800]
Agent 3 [¥3000]
Other Gear [¥965]
This is all stuff that you will be issued, and don't need or shouldn't pay for. (the brass tends to frown on personal explosive stashes.) You should have a personal comlink, but it wont be one you will take on missions (not if you follow the rules anyway.)  If you want a personal firearm, thats fine too, but don't expect that you have to supply your own gear.
Title: Re: War! merc game?
Post by: Uncle Vabka on <02-01-11/1054:32>
Great... will tweak it and repost above so not to clutter stuff.
Title: Re: War! merc game?
Post by: Sichr on <02-01-11/1105:53>
Quote
Weapons [¥4305]
Grenades [¥230]
Clothing & Armor [¥1730]
Explosives & Demolitions Equipment [¥3040]
Linguasofts [¥4000]
Portugese 4 [¥2000]
Spanish 4 [¥2000]
Comlink, Electronics & Programmes [¥6800]
Agent 3 [¥3000]
Other Gear [¥965]
This is all stuff that you will be issued, and don't need or shouldn't pay for. (the brass tends to frown on personal explosive stashes.) You should have a personal comlink, but it wont be one you will take on missions (not if you follow the rules anyway.)  If you want a personal firearm, thats fine too, but don't expect that you have to supply your own gear.

Well what about vehicles and drones?
Title: Re: War! merc game?
Post by: Damnyankee on <02-01-11/1112:40>
They have some.  I already know your APC will be an Appaloosa.  As I haven't flushed out the equipment yet, I'm open to suggestions.  If you think there is a good reason for a merc outfit to use a certain drone let me know.    I think what I will do is assign an availability to all the assets the company has that you might be able to use, and then use the existing availability rules to determine if its available to you.  (this might be a good system for fire support and backup as well... hmmm..)

Damnyankee
Title: Re: War! merc game?
Post by: joe15552 on <02-01-11/1150:14>
Crap, sorry, Damnyankee, I am gonna have to withdraw my mage slot. I just don't have the time. I thought I did, but I don't.

I apologize.
Title: Re: War! merc game?
Post by: Damnyankee on <02-01-11/1204:32>
Crap, sorry, Damnyankee, I am gonna have to withdraw my mage slot. I just don't have the time. I thought I did, but I don't.

I apologize.
Not a problem.  I totally understand.

Dy
Title: Re: War! merc game?
Post by: Sichr on <02-01-11/1319:18>
So I dont have to buy a car, as I understand it. I`ll post some drones and this Appaloosa ideas, just to geta feeling...
Title: Re: War! merc game?
Post by: Sludig on <02-01-11/1446:08>
My suggestion for gear, military comm with tacsoft, base armor(may not afford military armor, but flak jackets and armored clothing), and basic weapons (side arm and main weapon), maybe a additional for our specialty (ie, heavy weapons, sniper, etc).  That's my suggestion. 
Title: Re: War! merc game?
Post by: Uncle Vabka on <02-01-11/1535:52>
Dammit, mage slot open now :P Oh well, kind of like my demo dwarf. Next pbp game will be a spell slinger for sure.
Title: Re: War! merc game?
Post by: Sichr on <02-01-11/1705:25>
hh. working on the Orc rigger, starting to like him...

I`ll reserve those 30K for Nanohive g.3, Restricted gear qty. I have. Will post tomorow, Ill have to sleep and think it over once more...
Title: Re: War! merc game?
Post by: Damnyankee on <02-01-11/1713:30>
Feel free to post.  I understand its a preliminary version.  Id rather you guys work together anyway.

AS for the Appaloosa, I do have a very good idea what im going to do with it.
Remove std turret, put in reinforced remote turret add rigger adaptation and Move-by-wire manual control override. These are factory mods, a cyber version of the Appaloosa.
Conrads Conquerers will add a Mill grade retrans unit and a a satellite up-link, allowing the APC to serve as a mobile access point.    And some lock-on countermeasures (hot smoke/chaff dischargers to fool laser, radar and visual targeting)  Probably going to have a HMG in the turret.

Damnyankee
Title: Re: War! merc game?
Post by: Bewilderbeast on <02-01-11/1717:43>
I'll try and build my gunner tonight. Looking foward to it. Since we won't have to worry about equipment and contacts, and since all a good gunner requires is (I think) good agility and a good gunnery skill, it looks like I'll have a fair amount of BP to play with. I think it'd help to give my guy a secondary job on the team. I was thinking either gunner/medic or gunner/mechanic. Sort of an out-of-combat speciality so he can help out whenever he isn't busy blasting stuff with a machine gun. What do you guys think? Have a preference for one over the other? I think gunner/mechanic might be a tad more realistic. If you have a trained, educated medic, you don't really want to risk him by putting him up on a turret...
Title: Re: War! merc game?
Post by: Damnyankee on <02-01-11/1723:19>
I'll try and build my gunner tonight. Looking foward to it. Since we won't have to worry about equipment and contacts, and since all a good gunner requires is (I think) good agility and a good gunnery skill, it looks like I'll have a fair amount of BP to play with. I think it'd help to give my guy a secondary job on the team. I was thinking either gunner/medic or gunner/mechanic. Sort of an out-of-combat speciality so he can help out whenever he isn't busy blasting stuff with a machine gun. What do you guys think? Have a preference for one over the other? I think gunner/mechanic might be a tad more realistic. If you have a trained, educated medic, you don't really want to risk him by putting him up on a turret...
Read the rules on Vehicle gunnery.... you don't even need a good agility. its Gunnery + sensors.  Gunner mechanic wouldn't be bad.  or because the vehicle is rigged, you could be a Gunner/rigger and the two riggers could handle a bevy of drones.

DY
Title: Re: War! merc game?
Post by: Uncle Vabka on <02-01-11/1824:28>
Cross training is a great idea for semi-autonomous fire fighter merc teams. My skillwires give me some decent backup skills - armorer, first aid, gunnery, heavy weapons for example, if only at rating 3. Thinking about it, I would assume that a lot of the smaller merc outfits would heavily utilize skill wires to make up for skill set gaps.

If we establish the absolutely-must-have-or-we-are-screwed roles, we can all cross train with one or more specs as well as our primary focus.

To my mind the roles that need to be covered in a 6 - 8 man team include these (might have missed some - its late in the UK) - obviously not all to a high rating, but at least a nod towards competence in all or most areas.

Driver
Gunner
Medic
Magic
Face/Hearts & Minds
Mechanic
Demolitions/EOD
Comms/Hacking
Scout/Recon
Leadership/Tactics/Intelligence
Sniper/Long-Gun support
Heavy/Support Weapons

For our purposes, I dont think that either mechanic or medic need necessarily be a primary role - as has been said, Gunner/Mechanic is an intuitive combo. So is Magic/Medic or Magic/Face when you come down to it - with all the really big bang bang and massive armor going on in a merc unit, how many mages are going to be heavily invested in fireballs and stunbolts? The scout/sniper is an obvious combo too. I know that I chose a pretty niche speciality myself, but the skillwires allow my to at least provide some level of backup to most other MOSes, or even substitute for them, if it comes to it - which is why I spent about as much on Active Softs as I did on Augmentations.

And that is without the basic military capability that DY has outylined with regards weapons and physical skills, which everyone will obviously have to some extent. Just throwing this out here - dont mean to sound like I am teaching people to suck eggs.

Laters.
Title: Re: War! merc game?
Post by: Damnyankee on <02-01-11/1924:40>
competence in all or most areas.

Driver
Gunner
Medic
Magic
Face/Hearts & Minds
Mechanic
Demolitions/EOD
Comms/Hacking
Scout/Recon
Leadership/Tactics/Intelligence
Sniper/Long-Gun support
Heavy/Support Weapons

I would agree with that list, with the note that your group is not expected to be a combat heavy/assault group.  And that equipment will not be in short supply.  I can tailor the game to the team, so its not a huge deal.

DY

Title: Re: War! merc game?
Post by: Uncle Vabka on <02-02-11/0504:35>
Ja, I know that bossman, just drawing on years of GURPS military gaming with an ex-army stickler GM (who authored Hand of Steel, Dogfaces, and the latest High Tech sourcebooks). I know that the dynamics of PbP and SR are different beasts, just thought I would throw in some info and suggestions.

And now ruminate on how my last games with those guys was over 12 years ago when I was back at university in the US... and feel old...
Title: Re: War! merc game?
Post by: Sentinemodo on <02-02-11/0520:36>
DY, guys,

since the magic slot has open, maybe instead of razor guy, I'll go for mage/medic (healing spells mostly, plus spirits and astral surveliance).

what you think? I'm trying to fit the angle that hasn't been taken care of
Title: Re: War! merc game?
Post by: Sichr on <02-02-11/0527:38>
I'll try and build my gunner tonight. Looking foward to it. Since we won't have to worry about equipment and contacts, and since all a good gunner requires is (I think) good agility and a good gunnery skill, it looks like I'll have a fair amount of BP to play with. I think it'd help to give my guy a secondary job on the team. I was thinking either gunner/medic or gunner/mechanic. Sort of an out-of-combat speciality so he can help out whenever he isn't busy blasting stuff with a machine gun. What do you guys think? Have a preference for one over the other? I think gunner/mechanic might be a tad more realistic. If you have a trained, educated medic, you don't really want to risk him by putting him up on a turret...

I m working on that gunnery is almost the only weapon skill my rigger would have ;)

We need to coordinate  ;D

My specs will be- Driving, Gunnery, Mechanics, Armorer, generaly computers and electronic warfare...
Title: Re: War! merc game?
Post by: Bewilderbeast on <02-02-11/1230:53>
I'll try and build my gunner tonight. Looking foward to it. Since we won't have to worry about equipment and contacts, and since all a good gunner requires is (I think) good agility and a good gunnery skill, it looks like I'll have a fair amount of BP to play with. I think it'd help to give my guy a secondary job on the team. I was thinking either gunner/medic or gunner/mechanic. Sort of an out-of-combat speciality so he can help out whenever he isn't busy blasting stuff with a machine gun. What do you guys think? Have a preference for one over the other? I think gunner/mechanic might be a tad more realistic. If you have a trained, educated medic, you don't really want to risk him by putting him up on a turret...

I m working on that gunnery is almost the only weapon skill my rigger would have ;)

We need to coordinate  ;D
I thought you said you were going to be driver? I guess I can be driver instead.
Title: Re: War! merc game?
Post by: Sichr on <02-02-11/1325:18>
I'll try and build my gunner tonight. Looking foward to it. Since we won't have to worry about equipment and contacts, and since all a good gunner requires is (I think) good agility and a good gunnery skill, it looks like I'll have a fair amount of BP to play with. I think it'd help to give my guy a secondary job on the team. I was thinking either gunner/medic or gunner/mechanic. Sort of an out-of-combat speciality so he can help out whenever he isn't busy blasting stuff with a machine gun. What do you guys think? Have a preference for one over the other? I think gunner/mechanic might be a tad more realistic. If you have a trained, educated medic, you don't really want to risk him by putting him up on a turret...

I m working on that gunnery is almost the only weapon skill my rigger would have ;)

We need to coordinate  ;D
I thought you said you were going to be driver? I guess I can be driver instead.

Well, for me driving and gunnery is almost linked, as the only weapons possible for you when you driva a car are mounted cannons etc. Maybe I missunderstand the skill, in fact, I think in 2nd ed all vehicle mounted remotely operated weapons were fired with gunnery. .???..
Anyway. That doesn`t mean I have to be the only one to have this skills ;) Im not so greedy  ;D

Just came back from work (1922GMT+1), so I`ll try to finish my character.
Title: Re: War! merc game?
Post by: Bewilderbeast on <02-02-11/1351:25>
I assumed that it would be a little hard to pilot a vehicle while also simultaneously operating its turrets, but in the wacky super-wireless world of Shadowrun, I guess it's possible. I'm a new player, and I'll admit vehicle combat is a completely new area to me.

I think I might retool my guy as a driver/medic. Something about the medic angle appeals to me, and in a team that's likely to have a bunch of super-cybered mercenaries, some non-magical healing might be a real asset. Driver/medic makes more sense than gunner/medic, I think, since he'll be relatively safe and unexposed in the driver's seat most of the time.

So, rough pass at skills will look something like:
Pilot Ground Craft 6
Automatics 4
Biotech Skillgroup 4
Dodge 4 (I remember hearing somewhere that this is important to drivers, for some reason)
Navigation 3
Athletics Skillgroup 2
Unarmed 2
Perception 2

For race, trying to decide between human and dwarf. I'll have the full sheet up hopefully by tonight (currently surreptitiously posting from work), but that's just to give people a rough idea of what my character will be capable of. I'll definitely be getting him a skillwire system, at least, and probably pump up his First Aid so he'll be about to do the combat medic thing a little bit. Might break up the skill group to provide for specializations, but I don't know... skill group seems to be the most bang for the buck, since I actually want all those skills at at least that level.

I don't know. What do you think, future squad-mates? Any terrible, glaring deficiencies that you can see? Keep in mind that I'm a new player, and building competent characters is sometimes a challenge for me. I'll take all the advice I can get.
Title: Re: War! merc game?
Post by: Damnyankee on <02-02-11/1450:03>
In a modern cyber world it is possible for one person to drive and operate the weapons on an armored vehicle.  However, just because it is possible doesn't mean its a good idea.  Armored vehicle crews are more than just mere button pushers, they need to be able to do routine maintenance, and on a large, armored box, that often means two (or more) people.  This, (and a whole lot of other reasons, like redundancy,) is why, militarys like to have more crew than the bare minimum.  Yes, the Gunner/Driver have a lot of overlap, this is partially on purpose of the service in question, and partially to allow characters to have other roles.  You will have access to drones, so thats something to consider.

DY
Title: Re: War! merc game?
Post by: Sichr on <02-02-11/1502:16>
In fact, I will happily let the drones for anyone else. Im trrying to build up softwares compilation that makes sense, and I think that this would be more than enought to handle (even if we would have tacnet soft...)
Title: Re: War! merc game?
Post by: Bewilderbeast on <02-02-11/1512:33>
I understand drones even more poorly and incompletely than I understand vehicles, so I'd prefer not to be the go-to drone guy.
Title: Re: War! merc game?
Post by: Sichr on <02-02-11/1532:01>
I understand drones even more poorly and incompletely than I understand vehicles, so I'd prefer not to be the go-to drone guy.

Nice table on the page 246 SRA helped me much. But this software...grrrrr...:)
Title: Re: War! merc game?
Post by: Damnyankee on <02-02-11/1544:55>
Alright, i guess i need to post the Standard issue gear list.
One thing you guys need to remember, is that unlike being a shadowrunner, your boss really wants you to succeed. Finding the right equipment isn't what this game is going to be about.

Standard issue equipment (preliminary)
Singularity Battle Buddy Basic R5 S5
System 5, firewall 5.
Simlink
Biometric reader:Fingerprint
Skinlink

HK XM30 standard version. + carbine kit. Smartlink mark 74, advanced safety mod. (immobilizer) Skinlink. Smartlink camera upgraded with LL and flare compensation.
Six rifle  magazines,  180 rounds RFID tagged regular rounds
2 Grenade launcher magazines, 16 RFID tagged mini grenades. (choose)
Walther PB-120 Smartlink mark 74, advanced safety mod. (immobilizer) Skinlink.
2 Magazines. 20 rounds RFID tagged regular rounds.

Light military armor
Mobility upgrade 1
Chemical Protection level 4 
Quick release
Thermal damping 3
Fire resistance 3
Helmet

I'll work on software tonight.

DY
Title: Re: War! merc game?
Post by: Sichr on <02-02-11/1613:35>
OK Bew so I`ll take care of drones and communications, you take care of Ferarri :) With this rig booster I have drivong 5 skill to whatever Ill jack into even without the skill so Ill take some Activesofts and will be able to drive whatever they gave us.
Title: Re: War! merc game?
Post by: Sludig on <02-02-11/1722:40>
What about specialist weapons, since I'm making a sniper, should I get my own weapon, will they provide APDS ammo?  And...looking at getting a drone to act as a spotter.
Title: Re: War! merc game?
Post by: Sichr on <02-02-11/1730:57>
What about specialist weapons, since I'm making a sniper, should I get my own weapon, will they provide APDS ammo?  And...looking at getting a drone to act as a spotter.

Like Saito used hawkeye in GITS, Althought he had sattelite, but this is VERY nice idea for one of my players. Thanx :)
Title: Re: War! merc game?
Post by: Damnyankee on <02-02-11/1817:40>
What about specialist weapons, since I'm making a sniper, should I get my own weapon, will they provide APDS ammo?  And...looking at getting a drone to act as a spotter.

Like Saito used hawkeye in GITS, Althought he had sattelite, but this is VERY nice idea for one of my players. Thanx :)
well, war! adds the rules for satilite spotters...
Yes, if you qualify as a specialist, you can get the proper kit for the XM30, however, they aren't looking for a sniper, but nothing more than a 'designated marksman.'  So you can get the sniper version of the XM30, but not anything crazy.
Remember what the mission of this unit is.  I said from the beginning that this is  A: not a shadowrun team, and B: going to have restrictive character creation rules.

DY
Title: Re: War! merc game?
Post by: Sludig on <02-02-11/1841:43>
I've been working on a scout/sniper adept since I posted interest...
Title: Re: War! merc game?
Post by: Bewilderbeast on <02-02-11/2348:15>
EDIT: Character rescinded. Removing the sheet to avoid confusing other players trying to synergize.
Title: Re: War! merc game?
Post by: Sichr on <02-03-11/0402:06>
So I ve done list of my programs and Im going to finish my char afternoon (Day Job Quality sucks sometimes :) )
@Bew: I think it wont hurt to have complementar skill, you never know what happens. When Im the Signal guy mainly, you never know if I have not get hurt this way, I`m not cybercombat oriented.

As for the mission. We are expected to be peacekeepers. I should deliver, Bew and others might be able to prottect or force cease fire etc but we will need some Heavy weight Influence character, peacekeepers are not meant to use lethal force very often I suppose.

@Sludig: If there is no sattelite I should provide spotter with some drone. I wander if we would have TacNet SW
Title: Re: War! merc game?
Post by: Uncle Vabka on <02-03-11/0416:22>
It occurs to me that we do not yet have a "face" type character, which would be essential for this type of team - even more so than an EOD specialist/generalist.

If Damnyankee and you others want, I will switch my character type - just yell. I have a concept for a young speakers way adept merc that I can run with if you want me too.

Love my demo guy, only thinking of team utility.
Title: Re: War! merc game?
Post by: Damnyankee on <02-03-11/0800:11>
A lot of the character creation talk is about making khaki colored runners.  You are not shadowrunners. You are Mercenaries who happen to be in the shadowrun universe.  Do some mercs end up as runners?  of course, but on a strictly headcount kind of thing thats rare. 

The organization that is hiring you is going to give you a lot of expensive equipment, train you and then give you missions they want you to accomplish.  They are not going to hire people who are going to be a liability.   They hire people for specific jobs. 
The driver/gunners should be either riggers and or pure soldiers.

DY.
Title: Re: War! merc game?
Post by: Uncle Vabka on <02-03-11/0819:49>
For a hearts and minds op, and for "firefighting" we will need a "talker". Want me to redo my character DY?
Title: Re: War! merc game?
Post by: Damnyankee on <02-03-11/0828:13>
It occurs to me that we do not yet have a "face" type character, which would be essential for this type of team - even more so than an EOD specialist/generalist.

If Damnyankee and you others want, I will switch my character type - just yell. I have a concept for a young speakers way adept merc that I can run with if you want me too.

Love my demo guy, only thinking of team utility.
Yes, a "face type" character would be better match for this team than a demo guy.  Think hostage negotiator or maybe some kind of trained diplomat. 5th element style negotiations will be frowned upon.  Though its up to you, your demo guy is acceptable.
I think the team also needs some kind of Law enforcement expert, though this need not be your negotiator character.

DY
Title: Re: War! merc game?
Post by: Sichr on <02-03-11/1308:33>
Character updatet. I`ll add Knowledges lately and bio, but it wont affect BP costs so you can consider it done for this moment.
Title: Re: War! merc game?
Post by: Bewilderbeast on <02-03-11/1719:54>
For a hearts and minds op, and for "firefighting" we will need a "talker". Want me to redo my character DY?
Uncle Vabka: if you want to keep your demo guy, I'd be more than happy to make the team's "talker" negotiator. I was just told that my medic character wasn't acceptable, and this is frankly the only other type of character I'm interested in playing. So if you want to keep your demo-man, I can make the face, and I think that would work out best for everybody, since I remember you mentioning that you really like your demolitions guy.

If you've decided you'd rather play a face instead, though, then please go ahead.

Name: Staff Sergeant David Harman
Nationality: UCAS
Appearance: David is a handsome Caucasian elf with short black hair and strong, masculine features. There's an earnest, "honest-looking" quality to him, the suspicious, sometimes-sickening aura of wholesomeness necessary for a career in politics. He has brown eyes, a slightly broad nose, and a scattering of birthmarks on the left side of his face.
Background: David Harman was a promising law student growing up in Detroit, planning to specialize in business transactions and minor in linguistics. After his schooling and the necessary stint as a lawyer, David planned to launch a career in politics (whether business or corporate, David still hadn't decided). It was during this time that David was approached by a professor impressed with his potential. This professor invited David to join The Gentlemen of Honor, a Freemason-like semi-secret society. It was basically a social club that held some promising possible contacts for the young David, though outsiders often thought of them as a sinister weavers of political conspiracies.
David's new mentors in The Gentlemen of Honor discovered the magical potential in him, and taught him the path of the silver-tongued adept. Once David had completed his magical studies (though before he completed his academic studies- David is a talented college dropout), the arrogant young elf decided to move on from Detroit to bigger game. Optimistic, possibly overconfident, and feeling full of the invulnerability of youth, David left his studies to join Conrad's Conquerors.
The Conrad Conqueror's recruiters decided a partial law degree was an asset, and they put him to work negotiating contracts on behalf of the company. It was cushy work, but David soon realized that his chance for promotion within the company was limited without at least a little bit of time spent in the line of fire. So, at the prodding of some his superiors, David volunteered for an actual soldier position. Most of David's martial training was handled "in-house," and he adapted well to the military lifestyle. With a knack for languages, David is often assigned to squads as a translator.
David still has big dreams and a passion for negotiation. David plans to advance through the ranks and one day have "Conrad's" job. He plans to achieve this through either A) merit or B) outliving all the old codgers currently in charge. True, Plan B will be tricky out on the battlefield, but David thinks his magical capabilities and worthy squad mates give him a good chance, and David is no coward.
Despite his ambitions, David is a company man through and through. He hopes that if he can someday take the reins of Conrad's Conquerors, he can help take it in the direction of a greater global good... and, of course, greater company profits.
Metatype: Elf (30 BP)

Qualities
Adept (5 BP)
Moderate Allergy to Gold (+10 BP)

Attributes (200 BP)

Body 3 (20 BP)
Agility 5 (30 BP)
Reaction 4(5) (30 BP)
Strength 3 (20 BP)

Charisma 7 (40 BP)
Intuition 3 (20 BP)
Logic 3 (20 BP)
Willpower 3 (20 BP)

Magic 5 (40 BP)
Edge 2 (10 BP)

Adept Powers (5 Power Points)
Improved Reflexes 1 (-1.5 PP)
Astral Perception (-1 PP)
Kinesics 3 (-1.5 PP)
Improved Ability 1- Negotiation (-.25 PP)
Improved Physical Attribute 1- Reaction (-.75 PP)

Skills (124 BP)
Negotiation 6(7) (24 BP)
Con 4 (Fast Talk +2) (18 BP)
Automatics 4 (16 BP)
Assensing 3 (12 BP)
Perception 3 (12 BP)
Navigation 2 (8 BP)
Etiquette 2 (Military +2) (10 BP)
Leadership 2 (8 BP)
Unarmed Combat 2 (8 BP)
Dodge 2 (8 BP)


Knowledge Skills (24 Free)
Business Law 4 (Academic-Logic)
World History 3 (Academic-Logic)
UCAS Pop Culture 2 (Interests-Intuiton)
UCAS Politics 2 (Professional-Logic)

Language Skills
English (N)
Local Language 4
Spanish 4
Japanese 4
Latin 1

Gear (1 BP, $5,000)
R3 Contact Lenses w/ Flare Compensation, Smartlink- $700
R3 Earbuds w/ Spatial Recognizer, Audio Enhancement 3- $430
Tooth Breakable Compartment w/ 1 dose of Nitro- $550
Holo Projector-$200
Actioneer's Business Suit w/ Chemical Protection 2, Fire Resistance 3, Nonconductivity 4- $3,700
Title: Re: War! merc game?
Post by: Uncle Vabka on <02-04-11/0441:45>
I am happy enough with my demo guy/generalist. You took some of the same ideas I had for my face as well... was going to be a speakers way adept too :)
Title: Re: War! merc game?
Post by: Damnyankee on <02-04-11/1618:53>
I'm going to update this thread, and try to make things clearer, however today is my girlfriends birthday, so it wont happen today.


Damnyankee.
Title: Re: War! merc game?
Post by: Damnyankee on <02-04-11/1736:11>
I was able to get to it.  Take a look at this,(this is the first post now) and see if it explains more.  I was trying not to tell you what the missions was going to be exactly, because I wanted some leeway in what that mission was depending on what the characters were.  I realized that I wasn't giving you enough direction.  I think the best way going forward is to figure out roles before making characters- not that if you made a character its garbage, just that if you haven't, don't - figure out the role THEN make character.  Right now there is some confusion over roles.  Ill add a post With a running tally of who is doing what.  But right now, because of the confusion, everyone repost what role your character is playing (or intend to play.) If your not sure, list the ones you would like to play.
Civilians: Ive decided the best way to handle some of the potential characters (mages and MD's come to mind) is as civilian advisors. As such they would not be in the chain of command, and would not need all the special stuff.  They would still need to be team players.   I'm willing to have one 'civilian' character for every two merc characters.

ARIES MP HEAVY LASER!!!????
Yes, the Appaloosa is armed with a laser, I decided that it makes sense as its a very powerful defensive weapon (when added with the missile defense system) and it does not cost anything (dollar wise) to shoot; both are important factors for mercenary accountants.  It does however take away the ability to put on a show of force, lasers are SA and are quiet.  If you think the group needs the ability to 'Rock-and-Roll' a LMG oriented merc would work.
The equipment List is "Basic"  mercenaries are professionals, so you have two options if you want something not on the list.  A: ask for it.  If you can make a compelling argument why you should have it, chances are the company will give it to you.
B: Buy it your self.  Strictly speaking, bringing your own toys to the field is against the rules, but everyone does it, so as long as its not crazy, (personal Great dragon ATMs = right out,) then you should get away with it.

Damnyankee.
Campaign details (Improved)

This game will revolve around a unit of mercenaries whose job is to interface with the local population in a recently conquered nation.  They will be tasked with trying to provide services that have been removed due to the change of government, such has investigations and solutions to major criminal complaints or providing an alternative method to dispute resolution.   
They will also interface with the population for the mercenary company, though not as representatives of the employers of the mercenaries. For example, they will not be directly involved with setting up a new government, however, they will attempt to provide compensation for property damaged during military operations. 
The mercenary company as a whole is tasked with providing security in the region, which includes setting up and maintain road blocks, security patrols, and route clearance. 

The team will include 6 to 8 members, most of whom should be licensed mercenaries, and not civilian advisors.  The team must be capable of operating independently, and must be capable of defending it self, and civilians from hostles.  The team should include between four and six operators who's specialty is in line with the mission.  For example, detectives, mediators, medical personnel, technical and/or thaumitergical experts.  The team will be assigned an APC from the company motor pool.  As per company procedures, the APC will have a crew of two, either a driver and gunner, or a driver and assistant driver, or a driver and gunner/commander, depending on the personnel.

Standard issue equipment
Singularity Battle Buddy Basic R5, S5, S5, F5.
Simlink,Biometric reader:Fingerprint, Skinlink

HK XM30 standard version. + carbine kit. Smartlink mark 74, advanced safety mod. (immobilizer) Skinlink. Smartlink camera upgraded with LL and flare compensation.
Six rifle magazines, 180 rounds RFID tagged regular rounds
2 Grenade launcher magazines, 16 RFID tagged mini grenades. (choose)
Walther PB-120 Smartlink mark 74, advanced safety mod. (immobilizer) Skinlink.
2 Magazines. 20 rounds RFID tagged regular rounds.

Light military armor
Mobility upgrade 1, Chemical Protection level 4,Quick release ,Thermal damping 3,Fire resistance 3, Helmet

The vehicle
CC Modified Appoloosa Type III
Upgrades: Amenities (Squatter), Off Road Tires, Extra Entry/Exit Points, ECM 3, ECCM 3, Weapon Mount (Reinforced, external, turret, remote w/ Aries MP Heavy Laser) w/ Gyro link, Rigger adaptation, Manual control over ride, Retrans 8,Satellite communications, lock on countermeasures. Improved Sensor array, missile defense system.
Title: Re: War! merc game?
Post by: Bewilderbeast on <02-04-11/1754:39>
You mentioned earlier in the thread about certain specific skill/capability requirements each particular character must meet. Being able to hit a target a certain number of times with Automatics, for instance, plus a Navigation compass course. Can we get more information on that? I'm new to the Shadowrun system, so some idea of what "expected" or "recommended" dice pools are for these tasks would be very helpful for me.
Title: Re: War! merc game?
Post by: Damnyankee on <02-04-11/1757:01>
Things players can do, besides make characters
I haven't fleshed out the software on the Military comlinks yet, if some one would like to do that, go ahead, just understand that this is the standard issue comlink, so it doesnt have to hack, it has to work.

Common drones.  I haven't selected this yet either.  Most of the basic drone niches need filled, so come up with a suggested list, and ill look it over.  Mercenaries love standardization because it saves newyen - remember that.

Damnyankee
Title: Re: War! merc game?
Post by: Damnyankee on <02-04-11/1804:18>
Quote
Required Competencies:
Automatics: Must be able to reliably get  1 success five times in a row, for three different positions, shooting  at a bullseye for a penalty of -4.  Characters shoot an assault rifle in SA mode, without laser or smart link.
Position   Penalty   Time       notes
Prone      -5      1 minute   Bulseye, Medium range, May brace
Supported   -6      1 minute   Bulseye, Long  range, may brace
Sitting      -4      1 minute   Bulseye, short range
Characters may qualify for other types of weapons using the same rules above, but are only Required to qualify for Automatics (assault rifle).

you need to reliably get 1 success after taking as much as a -6 to your pool.  But you can aim p to three times.  so, if you had a total pool of say 8,  take 6 away and add back in 3, 5 dice should be enough.  I did it this way incase some one wanted to get through everything on Edge.



Quote
Navigation:  Complete compass course.  Seven roles with two or more successes in a row.
a 2 or so in the skill, unless your linked attribute is High.

Quote
Physical: Run must run two miles in less than 15 minutes.  See running rules in the main rule book.
Don't worry about it, this is the requirement that excludes body 2 strength 2 types.  Everyone should have atleast body 3 agility 3 or the armor starts giving them issues.

Quote
Etiquette:  While not tested, anyone who doesn't have Etiquette (military) will stand out, in a bad way.
Self explanitory
Quote
Unarmed Combat:  must be able to pin a person with a 6 dice pool in unarmed combat.
Beat some one with six dice.  You could do it with 6 dice if you are lucky.  7-8 is reasonable.
Quote
Specialty skills:  assume that if you are a driver, they will test you on driving, etc.

Case by case.  This is just so some one cant say "Im the Driver!' and then only put one level in Pilot Ground.

Damnyankee
Title: Re: War! merc game?
Post by: Bewilderbeast on <02-05-11/0027:27>
Thanks, DY, that helps me a lot. I've adjusted my face character here. (http://forums.shadowrun4.com/index.php?topic=2783.msg25578#msg25578) I didn't see your note about civilian advisors until after I was finishing updating and writing the background. If you think this guy would make more sense as a civlian advisor, that's okay, I can adjust him. I'd probably drop the skill in Automatics for something more reasonable like Pistols, and change out more military-flavored skills for points in some decent contacts. I can rewrite the background no problem; I got kind of into writing this guy's background, but that's okay. I find writing backgrounds fun, and don't mind revising or rewriting them.

I reserved 4 knowledge skill points for "Local Language." I know you want to keep that a secret, so I'm fine with adopting whatever the Local Language is for our first mission. If further missions take this guy out of his comfort zone, that's fine, but I just figured if this mission was all about interfacing with the local population, then the brass would probably see fit to send somebody who at least spoke the language adequately.
Title: Re: War! merc game?
Post by: Damnyankee on <02-05-11/0414:20>
Thanks, DY, that helps me a lot. I've adjusted my face character here. (http://forums.shadowrun4.com/index.php?topic=2783.msg25578#msg25578) I didn't see your note about civilian advisors until after I was finishing updating and writing the background. If you think this guy would make more sense as a civlian advisor, that's okay, I can adjust him. I'd probably drop the skill in Automatics for something more reasonable like Pistols, and change out more military-flavored skills for points in some decent contacts. I can rewrite the background no problem; I got kind of into writing this guy's background, but that's okay. I find writing backgrounds fun, and don't mind revising or rewriting them.

I reserved 4 knowledge skill points for "Local Language." I know you want to keep that a secret, so I'm fine with adopting whatever the Local Language is for our first mission. If further missions take this guy out of his comfort zone, that's fine, but I just figured if this mission was all about interfacing with the local population, then the brass would probably see fit to send somebody who at least spoke the language adequately.
It could go either way, BUT I think the company would want one of their own negotiating for them.  With the fact he didn't finish collage he looks like the senior sergeant type.  A couple of ideas come to my mind for more depth (use if you like, or come up with your own.)  Was How long has he been with CC?  Perhaps he used to be a "Front office" type, and negotiated on contracts for CC, but when this role came up they asked/told/conned you into going into the field.  Or perhaps you have been in the field, but in some kind of support unit.   As for wanting to be Conrad...  Merc companies are exactly that, companies.  Conrad's name is on it, but he answers to a board like anyone else.  I also feel that merc companies are like general contractors.  If you are a good loyal employee, and want to start your own company, they would hate to see you go,but wish you luck, especially if you are going to be in a different niche than CC.

DY
Title: Re: War! merc game?
Post by: Sichr on <02-05-11/0444:08>
OK. My character is completed, knowledges, background storry, all of it.

My role in the team: Driver, commo boy, mounted weapons operator.

As for special equipement I should use...
We should need sensor aerial drone, and, for the case we would have to investigate the crimescene, ground drone with good sensors and analytical tools. That would be all for me.
Title: Re: War! merc game?
Post by: Sichr on <02-05-11/0524:29>
Well. Talking about my life we are not talking about some fucking rosegarden. I was born to Lagos. My blood is pure Igbo. Not like those punks on the streets, Area boyos..mixed breed of every filthy bitch you can find in Niger, including some apes, I suppose. But there was no luck in this. `Cause I was born second. Maybe some seconds after my brother, it doesnt matter. Because it was him who walked away with the Gift, not me. He became a jewel in my tribes eyes, and no one seen that he in nothing but the rotten apple. I`d experienced it first. It begans with some funny tricks that made others lagh, but it didnt stopped when others turned away. He tried whatever he can to make me feel his supperiority, tortured me, haunted me all night long with his spirits, driving me crazy. There was no escape from his Mojo. I lasted years, and my luck was broken.
I had to leave. Move somewhere where I would be safe from him. I`m not a stupid guy, and as he was supposed to grow up in the power, I had to seek protection in the means possible for me. So I moved to Festac. You know, there are few communities like this in the world, But you just accidentaly find some place as fucked up as Festac town. Something here in the air, in the earth and even in people(haha) living here makes magic works less efficiently. There are worse places, even in Lagos. But no one is able to survive there for long time, with all those sassabonsam and walking dead and I dont know what else.
In the Festac, there was my homeground. Cursed land for the cursed man...
I`had have became a member of Hausa Hacks. Interested more in machines than in breaking codes and stealing IDs, I`ve beeing a good money source for my new brothers, as they use my abilities and gave me some addons I needed to work poperly.  Selling my services to merc groups, who needed to cover their comunication in the city and keep their automats running, while they were out in the jungle for some operations. Ive got a strict code of honor theese days, not giving the info about anyone I`ve worked for, thinking that only a good rep should bring more money in the future. Most of my brothers respected this. But there is always a rotten apple, and my broken luck was about to strike again.
When I was out for a mission once, some lazy fucked up scorched brain decided to meake his profit on my behalf. When he was not able to break my codes, he asked here and there and he found out that I have a brother. So he started to look for him, thinking he could use him to convience me to give him my data. And because my brother was "non-existent" in the wireless world, he had to done it good old way, by his feet and his mouth. I only hope that he had suffered long enought for this.
But then again, knowing my blood-brother, he had.
He rised in power all the time and become feared and heated even amog Igbos. After he used our entire family as a gift for some sassabonsam shaman he tried to convience to teach him some of his secrests, he was expelled from the tribe. Like he cared... He had his path chosen long before this happened. He become part of Sons of Sauron terrorist group.
He stormed our hideout in Festac right away. Magical background was no match for his actual power. When I came from my mission, I found nothing but ruins and piles of garbage mixed with parts of bodies of my commerades, scavengers already feeding on them, everything painted red...On one of a few walls still standing there was a message, painted bz blood. I wasn`t supposed to read it. I was supposed to feel it. And I was damned lucky that i had survived this undestanding.
When I woke up from uncounsciousness, I made my way out from Festac. Madame Iboju was more than generous when she used her mojo to heal my wounds. She said something about powerfull magic, and said that only my cyber upgrades saved me, because my brothers spell attacked my very soul...something I have not much left.
My next steps lead to the small buka at the Dúdú Dúdú Ojá market. Osayi has good contacts, and the hangout in his bukka provided me jobs before. The difference is, that this is the first time Im looking for job outside the Lagos area...

Name: Me3XST

Race: Ork (20BP)

Stats (200BP):
Body:           6                       Charisma:            2
Agility:        4/+2                  Intuition:              5
Reaction:    5/+4                  Logic:                   4/+2
Strenght:    4                        Willpower:           3

Initiative: 14                         IP: 3

Edge:           1
Essence:      0,15

Positive Qualities(+35):                             Negative Qualities (-35):
Jurryrigger                                                              Bad luck
Restricted Gear (2pcs)                                           Evil twin
Natural hardening                                                   Vendetta
Analytical mind

Skills (130BP):
Electronics group                 3                 
Electronic warfare               4
Armorer                                 3
Pilot ground craft                 5
Gunnery                                 3
Perception                             4
Dodge                                     4(6)
Etiquete                                  2

Knowledge & Language skills:
Igbo: N
English: 2
Military tactics: 4
Terrorist groups - Sons of Sauron: 4/6
Security Design: 4
Security procedures: 4
Smuggling routes: 5
Mercenary hangouts: 3
Black markets: 4
Radio frequencies: 3

Cyberware:
Commlink
    Fairlight Caliban 5/5
             Upgraded Response 5
             Hot Sim
Cerebral booster 2
Move-By-Wire system 2
Control rig
Muscle tonner 2
Nanohive 3
   Control Rig Booster 3
Cybereyes 2
        Flare compensation
        Smartlink
        Vision enhancement 3
Cyberears 1
        Damper
        Select sound filter
        Spatial recognizer

Cost: 158000Y        (+30)

Software: (o=Optimized(5), e=ergonomy)
OS                          5
Firewall                 5

Basic set:
Reality filter (o,e)                5
Encrypt (o,e)                        5
Analyze (o,e)                        5
Scan(o,e)                               5
Stealth (o)                             5
Biofeedback filter (o)          5
       
Add-ons:
ECCM (o)                             5
Command (o,e)                    5
Armor (o)                              5
Edit (o)                                  5
Databomb (o)                       5
Decrypt(o)                             5
Sniffer (o)                              5
Spoof (o)                                5

Cost: 83450 Y

Gear:
Mapsoft                 6
Linguasoft             5
Medic                     3

Jupiter Taser Club
AK-97 Carabine

Camouflage Suit

Backpack
Armor Clothing
Chemsuit               5

Cost: 8080 Y

Total cost: 249530Y  / 400 BP
Title: Re: War! merc game?
Post by: Sludig on <02-05-11/0833:23>
I'm nearly done with my tracker/sniper and with a decent amount of stealth.
Title: Re: War! merc game?
Post by: Damnyankee on <02-05-11/1346:48>
new positive quality i created for the game.  if you have made your character, you can update it to include this.  Basically, its a modified made man and  mercenary Code combined into one, reduced cost because its not exactly the same as made man (you cant sell goods through the company) and its a restricted quality.  However you all can conceder your self to have gamemaster approval for it.

Damnyankee

Veteran Mercenary
Cost: 10 BP

The character is a veteran of a mercenary company and as such can call on its resources. In game terms, this means
 the character possesses the mercenary company as a free Group Contact
 (see Groups as Contacts, Runners Companion P. 124) with a modified Connection
 Rating of 8 and a Loyalty Rating of 4. This also allows her to use
 the companies supply chain for restricted gear (for a 20 percent
 cut)  (though items
 are contingent on gamemaster approval). A veteran merc has seen it all, giving him
 an edge when trying to gauge someone’s intentions. Treat
 this as a +1 dice pool modifier to Judge Intentions Tests, and  when confronted with the effects of death and violence, treat this as a +1 dice pool modifier to Composure
 Tests
.
However, the character
 is required to aid and participate in company activities on a regular basis. Also, add 2
 points to the character’s Notoriety score. These additional
 points may not be bought off by Street Cred.
 Mercenary characters are usually deployed for long lengths of time,  though the character could be on leave.  This quality requires gamemaster approval. 
Title: Re: War! merc game?
Post by: Sentinemodo on <02-06-11/1220:12>
Background:
Hank grew up among factory wage slaves. he was bright for an orc, he also had the mystical spark and his parents made an effort and sent him to schools. The corp they were working for decided to make an investment. So Hank worked hard studying hard and working as security operative - guarding convoys.

At one point he got interested in medicine. It started from researching on metatypes genesis, trying to aneswer the question on why he had become an orc, but that passed briefly skipping onto parazoology. It made him a constant wonder on what had animals Awakaned into.

Several years later the corporate shut down the money source and decided to cash in. Hank wasn't ready, he wasn't done yet studying, he hadn't even time to develop his magical abilities, wanted to study more. Looking for aneswers he made a research and tripped into military. The pay was good, risky but good. They were willing to loan him money so he could pay off his corp. Several missions later, he paid that off, at which point he took off to military college. studied military history (to study Sun Tzu  he even started to learn Chineese) and developed his magical abilities, when another subject took him off into completely different angle - the healing spell awakened him onto medical fields, he needed brain booster, loaned to buy it installed and studied further.

By the time he was ending his studies, his body wasn't fit enough - he had to be able to repay the debts he had, so he risked more and followed through his college friends until he find the 'ware. He borrowed more to buy the thing. Installation made him wolfing everything eatable around but the result were satisfying. He got back to the company rooster. Now it is only matter of finishing a couple of missions, paying debts and he could be back to university but now instead of studying he could make some actual progress in the field, he just haven't picked yet which one...

----
If I haven't mixed anything this should count up to 400 BP

Name: Hank G. Santo "Butcher"

Race: Ork (20BP)

Stats (200 BP):
Body:          4/+1                  Charisma: 1
Agility:        2/+1                  Intuition:   3
Reaction:    3/+1                  Logic:        4/+1
Strength:    4/+1                  Willpower: 5

Initiative: 7                          IP: 1

Edge:           3
Essence:      5.1
Magic:          5/-1 (due to essence lost)

Qualities: 9 BP
Positive Qualities(+20):                             Negative Qualities (-11):
Magician                                                     Mild addiction (combat stimulants) -5
Restricted Gear                                          In Debt (-6)

Skills ( 136  BP):
unarmed combat: 2
automatics (assult rifles): 4
navigation: 2
etiquette (military): 1
spellcasting (healing): 6
counterspelling: 4
assensing: 2
conjuring group: 1 (summoning, banishing, binding)
biotech group: 4 (first aid, medicine, cybertechnology)


Knowledge & Language skills: 24 points
English: N
Chineese Mandarin: 1
Local Language: 1
Academic knowledge - military history 4
Mercenary tactics 2
Academic knowledge - magical threats 4
Academic knowledge - poisons and toxins 4
Mercenary companies 2
Corporate security protocols 2
Academic knowledge - Parazoology 4

Bioware:
Cerebral booster 1
suprathryroid gland

Cost: 50000 NY  + 5000 NY in cash      (+5)

Spells (30 BP):

manabolt
mindnet
combat sense
heal
increase reflexes
stabilize
improved invisibility
detect magic
offensive mana barrier
armor

Gear
standard issue, though I'd be nice if I would get some foci issued from the company store

EDIT: reduced automatics -> counterspelling, parazoology, and poisons -> academic knowledge
Title: Re: War! merc game?
Post by: Sludig on <02-06-11/1729:39>
I think I'm going to drop, I had a idea, and it just...left me. :(
Title: Re: War! merc game?
Post by: Damnyankee on <02-06-11/1740:15>
I think I'm going to drop, I had a idea, and it just...left me. :(
I cant make you play, but I can say think on it.  I only have 3 characters so far, so there is time. 

Damnyankee
Title: Re: War! merc game?
Post by: Sentinemodo on <02-07-11/0518:35>

Gear
standard issue


Just in case that hadn't been obvious Hank follows Chaos Magic tradition. which basicly means he treat magic like just another study topic, and use available tools to practice it.

His Lodge (placed in his barracks room) consist mostly of computers but it have all the typical elements - old books, parts of of paracritters, plants, preserved animal tissues and so on are also present. To each there is an RFID tag attached providing detailed and exact information on source and qualities.

My commision for foci has been approved so I have a powerful sustaining foci force 4 bound to me from the company store. This foci is a large obsidian stone. it can be attached to a silvery headband, but Hank had also his combat armor customized so he could attach it the right arm.
Title: Re: War! merc game - still open
Post by: Uncle Vabka on <02-07-11/0712:38>
So, we have a driver, a mage and a demo guy "done" with a "face" being made up.

Demo still seems very niche considering we have a lot of slots to fill.

Happy to play the demo guy of course, but if you want I am comfortable playing any of the following...

Demo/EOD specialist
Scout/Sniper
Medic (magic orientated)
Gunner/Armorer/Mechanic
"Savant" type adept as a planner/intel guy

DY, let me know which you would prefer
Title: Re: War! merc game - still open
Post by: Sentinemodo on <02-07-11/0802:01>
I am mage/medic
Title: Re: War! merc game - still open
Post by: Uncle Vabka on <02-07-11/0932:29>
Cool - scratch that off.
Title: Re: War! merc game - still open
Post by: Sichr on <02-09-11/0618:44>
Hell It seems a quiet here for some time. I have an Idea
Should we start a Play thread and begin with some interaction with the other personel on the base, surrounding area and each other? To get the feeling of a game.
Maybe it would attract some other players,
Now, we are three, that is enought for a runner team, but no for the mercenary squad. We should be able to do some low level jobs thought. Nothing happens without some push/pull efforts...and I`d really love to play...even with you, guys (/megawink)
Title: Re: War! merc game - still open
Post by: Boer_Kommando on <02-09-11/1152:50>
I can do a scout, I know I threw my hat in earlier as a Hacker and then faded it was because you had two riggers types posting interested and lets face it, with the right programs anyone can 'mook' his way as a hacker....even riggers  ;D

My idea as a scout wont be so much sniper as he'll be a stealth expert with close combat (i.e. a throat slitter type)
Title: Re: War! merc game - still open
Post by: Bewilderbeast on <02-09-11/1221:06>
I've been thinking it over, and I think what makes the most sense for the character of David Harman is if he was working a desk job within Conrad's Conqueror's until he realized (or somebody gave him the suggestion) that in order to be taken seriously in the mercenary biz, he'd need to spend some time in the line of fire. So he's a new soldier, but not new to the company.

I'd like to be able to take the Veteran Mercenary quality, but I can't think of anything I'd like to sacrifice from his sheet, BP-wise. Would I be able to take it later with Karma?

I'll edit David's background tonight to reflect this, as well as figure out what he'll do for extra gear (probably just some flare compensation contact lenses and a few other little trinkets, nothing big).

EDIT: Oh, and I'd be down for some light RP and stuff in an IC thread, just to get the ball rolling.
Title: Re: War! merc game - still open
Post by: Sentinemodo on <02-09-11/1413:01>
I can do a scout, I know I threw my hat in earlier as a Hacker and then faded it was because you had two riggers types posting interested and lets face it, with the right programs anyone can 'mook' his way as a hacker....even riggers  ;D

My idea as a scout wont be so much sniper as he'll be a stealth expert with close combat (i.e. a throat slitter type)

I tried to do that one but DY, said - don't bring knife to gunfight ;)
Still I'd vote for having one in team.
Title: Re: War! merc game - still open
Post by: Boer_Kommando on <02-09-11/1427:43>
If I went adept and power throw at max (3) I could be winging throwing knives doing 6P at a range comparable to a pistol (Tomahawks would do 7P at shuriken ranges). Of course I do see the need for a gun, but it wouldnt be his specialty.
Title: Re: War! merc game - still open
Post by: Sichr on <02-09-11/1817:03>
I can do a scout, I know I threw my hat in earlier as a Hacker and then faded it was because you had two riggers types posting interested and lets face it, with the right programs anyone can 'mook' his way as a hacker....even riggers  ;D

My idea as a scout wont be so much sniper as he'll be a stealth expert with close combat (i.e. a throat slitter type)

I tried to do that one but DY, said - don't bring knife to gunfight ;)
Still I'd vote for having one in team.

Oh...I hope that it had benn just missunderstanding. Mercenaries are not regular army. They benefit from the fact that there is lot of different "specialists" the units...better than some standard-equiped-uniformed-boyos-as-predictable-as-their-drill-instructor-is...

Reminds me Jerry Pournelles books...I had to open some boxes in basement and look for The Mercenary
Title: Re: War! merc game - still open
Post by: TCArknight on <02-09-11/1852:09>
I'd love to give a game like this a shot. :)

Concept: Julian Francis Germaine has been called 'Doc' ever since he was growing up on the NaN lands. His father was a retired 'runner and his mother was a Corporate Exec who'd retired after a major payday. Julian earned his nickname from his father because he wanted to take everything apart and see how it ran. Vehicles, Trids, radios and jsut about any other kind of mechanical or electronic device he came across, Julian tore it down and put it back together. It was only natural that he'd attend college and become an engineer. However, more unexpected was that he would join the military and successfully blend two disparate paths. On one hand, he excelled at the Demolition/EOD specialty, but he also managed to always be found in his down time at the motorpool, tinkering and fixing vehicles. When he had a chance, he even managed some time with the weaponsmiths, fixing broken weapons and coming up with new ways to use what they had.

He'd be the EOD and Tech specialist. :)

Thoughts?
Title: Re: War! merc game - still open
Post by: Bewilderbeast on <02-09-11/1902:18>
Uncle Vabka is already filling the role of demolitions guy. I assume that bomb disposal falls under the purview of demolitions, but I could be wrong.
Title: Re: War! merc game - still open
Post by: TCArknight on <02-09-11/1919:34>
Ah, I missed that. :)

Being a "Good 'ol Country Boy", I could shift him to the Sniper role. 'Doc' would still fit as he would be a surgeon with his shots.. :)
Title: Re: War! merc game - still open
Post by: Damnyankee on <02-09-11/2302:48>


I'd like to be able to take the Veteran Mercenary quality, but I can't think of anything I'd like to sacrifice from his sheet, BP-wise. Would I be able to take it later with Karma?
yes,  this is one that makes particular sense in play.
EDIT: Oh, and I'd be down for some light RP and stuff in an IC thread, just to get the ball rolling.
Good idea!  I'm kinda waiting to have a few more, but that makes sense.  Ill do it right now.

Damynakee
Title: Re: War! merc game - still open
Post by: Damnyankee on <02-09-11/2309:18>
I'd love to give a game like this a shot. :)
Great! we need some more players

He'd be the EOD and Tech specialist. :)

Thoughts?
As previously said, the EOD role is filled.  Its enough of a side role that it wouldn't make sense to have two people on it.
Some one wanted to play a hacker but felt that the role was covered by the Rigger. I don't necessarily agree.  a straight up Information warfare type could be very useful.  A scout/sniper might work, but highlight scout, not sniper.  I know its counterintuitive, but AS this is PBP, I intend to de-emphasize combat.  But I want you to play something that you will enjoy playing.  So keep coming up with ideas, and eventually we will find one that works well for both of us.     

Damnyankee
Title: Re: War! merc game - still open
Post by: Bewilderbeast on <02-09-11/2341:07>
Okay, finished updating my character. The suit is for special occassions, obviously.
Title: Re: War! merc game - still open
Post by: Loki on <02-10-11/0050:03>
I would like to apply. Fair warning it'll be my first play by post, but Ive been reading the ongoing threads so I think I'll do ok.

My concept is a pointman/sentry. His natural skill set (aside from combat stuff expected of a pointman) will be high perception with highly cybered senses. Also will have some intimidate and, if appropriate and useful contacts in other platoons or merc companies. He'll also have skillwire for operational flexibility.
Title: Re: War! merc game - still open
Post by: Sichr on <02-10-11/0455:05>
Some one wanted to play a hacker but felt that the role was covered by the Rigger. I don't necessarily agree.  a straight up Information warfare type could be very useful. 
Damnyankee

I could only Agree. My rigger could handle quite secure communications, but I have no matrix offensive or info-mining abilities, Id be very happy to cooperate with hacker specialist...
Title: Re: War! merc game - still open
Post by: Uncle Vabka on <02-10-11/0458:30>
Glad to see the IC "get to know me" thread is up. Quick thing - if we are going to start posting IC, I think we should know what ranks you have assigned to the currently rostered characters - it would have an effect on how the RP flows.
Title: Re: War! merc game - still open
Post by: Sentinemodo on <02-10-11/0517:50>
Ah, I missed that. :)

Being a "Good 'ol Country Boy", I could shift him to the Sniper role. 'Doc' would still fit as he would be a surgeon with his shots.. :)

I am mage/medic here :) (it's about third time I am saying this)
but additional meds are always welcome - there will be less casualties
Title: Re: War! merc game - still open
Post by: Sentinemodo on <02-10-11/0525:40>
Glad to see the IC "get to know me" thread is up. Quick thing - if we are going to start posting IC, I think we should know what ranks you have assigned to the currently rostered characters - it would have an effect on how the RP flows.

I'got Chief Warrant Officer 2, you may call me 'Sir', but I am usually reffered to as 'Chief'.
Title: Re: War! merc game - still open
Post by: Damnyankee on <02-10-11/0850:26>
Glad to see the IC "get to know me" thread is up. Quick thing - if we are going to start posting IC, I think we should know what ranks you have assigned to the currently rostered characters - it would have an effect on how the RP flows.

I'got Chief Warrant Officer 2, you may call me 'Sir', but I am usually reffered to as 'Chief'.
You MUST call him 'Sir', but can (if he doesn't bitch) call him chief.
Its a good point.  I'm on the way out the door to class, but I will get that all sorted out some time today.  Most (except one) of the finished characters already know there rank.   

Damnyankee
PS: just to make sure things haven't fallen through the cracks, IF you think you have a finished character but we have not discussed your contract and rank, shoot me a PM.

Title: Re: War! merc game - still open
Post by: topcat on <02-10-11/1238:42>
Out of curiosity, exactly what roles are currently covered by what characters?
Title: Re: War! merc game - still open
Post by: Sichr on <02-10-11/1252:13>
Player:                          Character :                                         Roles:

Sichr                             Omar Gibo                                          Driver / Comunications / Vehicle gunner
Bewielderbeast           David Harman                                    Face / Social guy
Sentinemodo               Hank G. Santo "Butcher"                Magic/Medic ... sir... :)
Boer Commando                                                                      poss. Scout / man-with-the-knife-and- tomahawk
Uncle Vabka                                                                              poss. Demo guy
TCArknight                                                                                poss. Sniper
Loki                                                                                             poss. Pointman / sentry
Ferrari Appaloosa                                                                     Ferrari Appaloosa
Damnyanke                                                                                G.O.D. inc.

I hope I didnt missed anyone...
Title: Re: War! merc game - still open
Post by: Sentinemodo on <02-10-11/1327:43>
we have lack of backups here
we could probably use another driver/medic
or gunner/droner/hacker
or magic/scout
Title: Re: War! merc game - still open
Post by: Uncle Vabka on <02-10-11/1407:12>
I am confirmed demo guy & generalist thanks to skill wires and 90K spent on activesofts
Title: Re: War! merc game - still open
Post by: Bewilderbeast on <02-10-11/1734:10>
EDIT: Removed
Title: Re: War! merc game - still open
Post by: Damnyankee on <02-10-11/2115:26>
Just got a PM from our GM, and thought it was something everybody else would probably find useful to know (if this isn't cool to repost, DY, let me know and I'll take it down).
Quote
You are currently A Staff Sergeant.  (it goes Privates > Corporal > Sergeant > Technical Sergeant > Staff Sergeant > very sr. Sergeants  )   
Technically, the CW2 (chief warrant officer 2) out ranks you, but as CC's uses Warrant ranks for specialists, you are the NCOIC (NCO in charge) of the unit.

If I send something in a PM its not for public consumption - thats why its in a pm.  If you feel like telling the information in the message, thats fine, but please do not quote it.

Damnyankee.
Title: Re: War! merc game - still open
Post by: Loki on <02-10-11/2143:17>
      Baxter "Bax" Waterhouse  born(5/23/47)
B 4
A 3(5)
R 4(6)
S 3
C 3
I 5
L 2
W 3

Essence 1.875
Initiative 9(12) 2 IPs
Edge 4                                                  210 BP on attributes

  Active Skills                                                          Knowledge Skills
Firearms Gr 4                                                                Desert Wars Odds 3
Close Combat Gr 2                                                        Desert Wars Schedule 3
Athletics Gr 1                                                                Merc Tactics 3
Outdoors Gr 1                                                               Merc Companies 2
Perception 6                                                                 Cockney Crime Families 2
Heavy Weapons 3                                                        Football Odds 3
Intimidation 3                                                               Football Schedule 2
Infiltration 3
Throwing Weapons (grenades) 2 (4)  (2 karma)             Languages
Armorer 2                                                                     English [N]
Gunnery 1                                                                    German 2                          160 BP spent on skills
Etiquette (military) 1 (3)  (6 karma)
               
  Positive Qualities                                            Negative Qualities
Veteran Merc    10 BP                                               Company Debt 30,000    30 BP
Perceptive 2     10 BP                                                Addiction Minor Gambling    5 BP
Biocompatable Cyberware   10 BP                                                                                                    -5 BP on qualities

     Cyberware
Cybereyes rating 4: image link, eye recording unit, flare comp, low light, smartlink, thermographic, vision enhance 3, vision magnification, and eye laser system   (target designator, range finder, and laser mic 3)     16,250 NY
Cyberears rating 4: ear recording unit, sound link, audio enhancement 3, balance augmenter, dampener, increased sensitivity, select sound filter 5, and spatial  recognition                                       18,500 NY
Radar Sensor 4                                12,000 NY
Orientation System                          1,250 NY
Datajack (at base of skull)               500 NY
Wired Reflexes 1 (alpha)                  22,000 NY
Reaction Enhancers 2 (alpha)          40,000 NY
Skillwires 3 (alpha)                          12,000 NY
Skillwire Expert System (alpha)        6,000 NY                                               128,500 NY on cyber

      Bioware
Muscle Toner 2                                 16,000 NY
Sleep Regulator                                10,000 NY
Trauma Dampener                            40,000 NY                                               66,000 NY on bio

     Personal Gear
4 200 NY civie outfits                                     400 NY
full suit of form fitting body armor                 1,600 NY
hand held sensor (olfactory 6, Geiger counter, and non-linear junction detector 6)              3,650 NY
Enfield AS-7 (Mariam)                                                                                                             4,770 NY         
modifications: smartlink mark 74, fore grip, personalized grip, melee hardening, skinlink, bayonet mount
accessories: sling, device mount (top), 4 spare clips, 60 slugs, 20 flechette, bayonet                10,420 NY on gear
             204,920 - 30,000 = 174,920 NY spent = 35 BP on gear

                                       

              History
   Born and raised in the slums of Shoreditch, part of the East End district of The Smoke (London). While his mum tried to raise him to be a good lad, falling in with a bad crowd was nearly inevitable with the decided lack of alternatives. The Mudlarks had committed minor crimes and had a few small run ins with the law when they got "lucky" and were noticed by one of the established local crime families. Their big break was, in fact, a suicide decoy mission. Now Bax was never the strongest, fastest or smartest of the gang. He was however the most perceptive and this saved his life that night, but just barely. Wounded he was unable to escape the sec guards but was able to send his mum a goodbye message before he was captured. Phyllise Waterhouse was not about to see her boy get chewed up by the corporate penal system so she called her brother Bob to see if he could help. As luck would have it Bob, a longtime sergeant in Conrad's Conquerers knew that the head London Security Solutions, where Bax was incarcerated, was a friend of "The Old Man". It took a couple weeks to convince Conrad a 16 year old street punk might be an asset, but in the end the company bought Bax's sentence and his record was expunged. Bax worked as a gofer and learned the ropes until he was deemed fit to join a platoon where he served the rest of his sentence/indenture with distinction, the two weeks in prison having given him a deep appreciation for the second chance he was given. Not signing on as a regular never crossed his mind and he's worked for the company ever since.

      Personality
   Friendly to his mates if a bit crude at times. Wary of anyone not in the company, sometimes to the point of hostility. All ways interested in a friendly wager and is usually a sport if he looses. A bit informal, a tendency that has cost him promotions.

          Appearance
  5'10"  220 lbs Caucasian, build is stocky but not ripped. Brown hair kept in a buzz cut, face clean shaven. Natural looking gray cybereyes. The skin on the right side of his face is the pink of fresh out the vat replacement, compliments of a recent encounter with an automatic shotgun.


Edit: added appearance and changed wep as shotgun cannot have gas vent :(   
Edit: spent karma, unless DY says otherwise, finished version.
Title: Re: War! merc game - still open
Post by: Uncle Vabka on <02-11-11/0556:44>
My Character (On Page 2) has been tweaked and altered and can now be considered in its final version.
Title: Re: War! merc game - still open
Post by: Loki on <02-11-11/1632:15>
Some suggestions for hardware upgrades the basic program suite in our comlinks.
First adding crash guard and anti virus 3 to the basic firewall and OS.
Basic proggies with options that I'd suggest are:
Armor 5 (ergonomic, CG, AV3), Analyze 5, Command 5 (ergo), Edit 4, Encrypt 5 (ergo, CG, AV3), Scan 4, ECCM (ergo, CG, AV3), Decrypt (ergo, CG, AV3), Sniffer 4, and Track 5
As most of use will be no hot hand with our comlinks I also suggest an Agent 4 or 5 (CG, AV3) to do the work. Also facial and vehicle recognition software may be usefull.
I think adding a few points of armor and hardening to the comlink cases may be a good idea.

A question on the XM-30, in it's description it says it has grenade link, did they mean grenade airburst link? If not I suggest it as well as melee hardening as additional weapon mods.
Title: Re: War! merc game - still open
Post by: Loki on <02-11-11/1712:14>
Oh Uncle V (and any other folks from the UK), I apologize for any mistakes or mangling of the cockney dialect.
Title: Re: War! merc game - still open
Post by: Damnyankee on <02-11-11/1800:10>
First adding crash guard and anti virus 3 to the basic firewall and OS.
Encrypt 5 (ergo, CG, AV3)
ECCM (ergo, CG, AV3)
Command 5 (ergo)
facial and vehicle recognition software
Armor 5 (ergonomic, CG, AV3)
These are reasonable.
Analyze 5
Command 5 (ergo)
Edit 4
Scan 4
Decrypt (ergo, CG, AV3)
Sniffer 4
Track 5

These are not reasonable.  Each solder is not a hacker.  It is not cost effective
Agent 4 or 5 (CG, AV3)
maybe.  Justify.
I think adding a few points of armor and hardening to the comlink cases may be a good idea.
The comlink is from war! i figure it is, at its rating.
A question on the XM-30, in it's description it says it has grenade link, did they mean grenade airburst link? If not I suggest it as well as melee hardening as additional weapon mods.
Its safe to figure they meant airburst link.  No on the melee hardnening - they are not going to upgrade every weapon.   

Damnyankee
Title: Re: War! merc game - still open
Post by: Loki on <02-11-11/1826:52>
I'd like to explain non hacker applications of some of these, some may still be more specialist or officer oriented however.

Analyze 5: having this helps detect attempts to hack our coms and identify foreign wireless devices
Command 5 (ergo): needed to issue commands to any wireless device, our own included. Read matrix actions and looks like the prog description makes this puppy look more useful than it is.
Edit 4: needed to write reports so not too important I guess
Scan 4: Used to detect hidden nodes this can located hidden enemies by finding their comlinks or other hidden wireless devices
Decrypt (ergo, CG, AV3): Ok this one is prolly more specialist/officer but still useful for listening in on enemy communications.
Sniffer 4: Locate comm traffic
Track 5: Also prolly more specialist

As to agents, most mercs are not gonna be any better with the computer skills than most people. A decent standard agent makes the level of computer security/skill unit wide more reliable and said skills are pretty important in 2072 with the damage a few hackers could do to an unprepared unit.
Title: Re: War! merc game - still open
Post by: Boer_Kommando on <02-11-11/2234:46>
I'm going to make a stab at this and assume that most units have an integral Hacker in its composition. This Hacker would not only do the cyber attacks and matrix intel, but would as a matter of course be the hub for every teammembers commlink (providing the security for it). I may be over stepping my bounds here, if DY thinks so then I deserve the 'pimp hand'  ::)
Title: Re: War! merc game - still open
Post by: Loki on <02-12-11/0251:37>
I'd assumed such as well but isolation can happen thru jammers or terrain and separation. Having analyze watchin your butt then will be nice. Also wireless devices with low signal may not be in range of the hacker for him to identify.

  An additional benefit to agents would be as an ad-hock bot net  for the hacker should he need one.
Title: Re: War! merc game - still open
Post by: Damnyankee on <02-12-11/2154:54>
I'm going to make a stab at this and assume that most units have an integral Hacker in its composition. This Hacker would not only do the cyber attacks and matrix intel, but would as a matter of course be the hub for every teammembers commlink (providing the security for it). I may be over stepping my bounds here, if DY thinks so then I deserve the 'pimp hand'  ::)
No pimp hand required.  You are correct.
Another thing to remember, CC's is a mercenary COMPANY.  This means that the bottom line is always a concern.  Ive been playing CC as fairly reasonable when it comes to cost, but their is a limit.

Damnyankee
Title: Re: War! merc game - still open
Post by: Sichr on <02-13-11/0222:58>
Some suggestions for hardware upgrades the basic program suite in our comlinks.
First adding crash guard and anti virus 3 to the basic firewall and OS.
Basic proggies with options that I'd suggest are:
Armor 5 (ergonomic, CG, AV3), Analyze 5, Command 5 (ergo), Edit 4, Encrypt 5 (ergo, CG, AV3), Scan 4, ECCM (ergo, CG, AV3), Decrypt (ergo, CG, AV3), Sniffer 4, and Track 5
As most of use will be no hot hand with our comlinks I also suggest an Agent 4 or 5 (CG, AV3) to do the work. Also facial and vehicle recognition software may be usefull.
I think adding a few points of armor and hardening to the comlink cases may be a good idea.

A question on the XM-30, in it's description it says it has grenade link, did they mean grenade airburst link? If not I suggest it as well as melee hardening as additional weapon mods.

In fact, I had covered this and some more...we should use offensive hacker - maybe agent or IC program. I dont have nor skill nor soft to do it, but communications would be stable until someone would use Jammer  r. 11 (I have Sig 5 + ECCM 5) Also decrypted signal with databomb included, stealth and analyze. Every this program I m able to run on any device possible, thanx to the optimalization even on response 1 or your digital watches :)

I am still waiting if the company gave us TI and Tactical software. If they do, I would run it on that military commlinks they gave us and slave them. But this depends on the opposition, we should as well use decentralized network...

As for guns and their modifications...I think there would be shop on the base, so there is no problem to add any modificaions desired... and since you are my teammates, I should give you a discount :)
Title: Re: War! merc game - still open
Post by: Damnyankee on <02-13-11/1106:46>

I am still waiting if the company gave us TI and Tactical software. If they do, I would run it on that military commlinks they gave us and slave them. But this depends on the opposition, we should as well use decentralized network...
Nope.  Centralized is SOP.  They have tacnet 4 software, however can you all provide enough channels to get full benefit of it?
As for guns and their modifications...I think there would be shop on the base, so there is no problem to add any modificaions desired... and since you are my teammates, I should give you a discount :)
There is a shop, and you are free to modify any weapon you own.  So, unless you purchased the XM-30's your self you cannot modify them.

Damnyankee.
Title: Re: War! merc game - still open
Post by: Boer_Kommando on <02-13-11/1720:36>
Is there leeway on scouts concerning their commlinks? In particular, mine wouldnt want it to be on unless he's making contact, like keeping radio silence as much as possible.

Also, DY as I'm making the character, I have a question. I'm thinking of taking Cat as a totem (undecided really) If I did, would getting closer i.e. throw or melee range qualify as toying with the target if I fail my roll? This is as opposed to taking the shoot from distance with the rifle.
Title: Re: War! merc game - still open
Post by: Damnyankee on <02-13-11/1748:10>
Is there leeway on scouts concerning their commlinks? In particular, mine wouldnt want it to be on unless he's making contact, like keeping radio silence as much as possible.

Also, DY as I'm making the character, I have a question. I'm thinking of taking Cat as a totem (undecided really) If I did, would getting closer i.e. throw or melee range qualify as toying with the target if I fail my roll? This is as opposed to taking the shoot from distance with the rifle.
The reality is, its very hard to locate modern CDMA phones just by there broadcasts.  I would think that 2070's military tech would be even more so.  They do not continually broadcast, and are frequency agile.  Yes scan and other tools allow you to find them, but I think its a relatively low risk for a scout.  As long as you dont abuse it, its within your discretion to silence your comlink when you think it could compromise you.  Remember you guys always run in passive mode. 

Cat totem..   I don't think shooting from closer counts as what they want for "toying".  Only you know that you are closer than you need to be, and the idea of toying is, partially about letting them know you are not using your fill abilities.  This might mean you do things like shoot at their weapons, or things near them (shooting a coke bottle they are drinking is very much toying with some one.)  Its non lethal, but very threating.

Damnyankee
Title: Re: War! merc game - still open
Post by: Sichr on <02-14-11/0405:13>
Is there leeway on scouts concerning their commlinks? In particular, mine wouldnt want it to be on unless he's making contact, like keeping radio silence as much as possible.

If you are to be part of the Tacnet, you should always be connected to the network otherwise it has no use to have scout like this. I would provide Stealth to our network.

Nope.  Centralized is SOP.  They have tacnet 4 software, however can you all provide enough channels to get full benefit of it?

We would need TI (Telematics Infrastructure SW) also.

The question of chanels is what I needed to ask next, we need at least 8 input channels from every member of the team.
I don`t want to jurryrig any sensor packages in the field, so we should consider what we have:
5 senses
smartgun
vision enhancements (thermographic, lowlight etc, every one counts as one channel)
Audio enhancements (same thing as vision)
Radard
MAD scanners
TI software

If you do not have cybered senses, we would need to have your armor modified (I canot remember exactly what mod is it, its in War sourcebook, and im in work right now)
There is a shop, and you are free to modify any weapon you own.  So, unless you purchased the XM-30's your self you cannot modify them.
Damnyankee.

Huh that sounds more like regular army approach. At least personalized grip to have better recoil (which can by done in the field with right tool) would seem that it makes sense.
Also. Armors would need personal customizations, we are not talking about uniforms, but about combat suits fitted exactly to its wearers. That is what the shops and armories are for...

But, at the end, it is your call...
Title: Re: War! merc game - still open
Post by: Sichr on <02-14-11/1231:28>
This one:
Responsive Interface Gear:  
The extremely compact RIG
adds trodes, body sensors, and other non-invasive neural interfaces
to armor. It acts as a combination trode net, sim module, sim rig,
and skinlink that connects to the wearer’s PAN. It allows records
of each soldier’s actions and situations to be passed up the chain
of command, as well as accessing the user’s natural senses for use
as sensor channels in a tactical network (p. 125, Unwired).   is
system takes up Capacity 2 in the armor and Capacity 1 in the
helmet; a RIG must be installed in both armor and helmet to
work, and only operates while the helmet is worn.
Title: Re: War! merc game - still open
Post by: Damnyankee on <02-14-11/2313:50>
This one:
Responsive Interface Gear:  
The extremely compact RIG
adds trodes, body sensors, and other non-invasive neural interfaces
to armor. It acts as a combination trode net, sim module, sim rig,
and skinlink that connects to the wearer’s PAN. It allows records
of each soldier’s actions and situations to be passed up the chain
of command, as well as accessing the user’s natural senses for use
as sensor channels in a tactical network (p. 125, Unwired).   is
system takes up Capacity 2 in the armor and Capacity 1 in the
helmet; a RIG must be installed in both armor and helmet to
work, and only operates while the helmet is worn.
What book is that in?  I don't remember it.  It would take some changing of the armor, its already at capacity if I recall correctly.

AS for the armor/rifle/whatever customization thing:
If it sounds like its regular army, thats because they are both influenced by the same thing - the bottom line.  National armies need to make what they got work, and merc's want to keep as much of it as they can.   So when you think about things ALWAYS conceder the bottom line.  Customized armor?  No choice, it has to be customized.  And as such it can be easily reissued and customized for a low cost, (cheaper than a new suit.)  Customized weapons?  Not a necessity.  Probably costly, as each weapon cant be heavy customized repeatedly - we aren't talking add ons here, but fundamental re-machining of parts.  And lets remember that the advantage of using the same equipment is the interchangeability of parts.  So, if they let you monkey with the weapons, now you need special parts making you non standard.  They aren't apposed to all nonstandards, just need to minimize them, because they are expensive.  You have to remember, you are by default telling HK (Aries) that there weapon system does not meet the basic needs of a military force - something they spend lots of time and money developing it for.   CC's is already paying a premium getting a flexable weapons system.    Add ons are ok.  Fundamental changes are not.

Damnyankee.
Title: Re: War! merc game - still open
Post by: Damnyankee on <02-14-11/2330:12>
The Plan:
Alright, some things have fallen through the cracks, and I know I need to sweep them up.  A couple issues.
1: I am an idiot, and thought that my sent PM's where being saved.  They where not.  I may or may not need you to tell me things I told you.  We will see.
2:  my new Notebook is on its way, but It wont be here for 2 weeks on the out side (cry).  So, Ill work on it when i can, but It wont be regularly enough for me to start the game until i have my own PC when I'm on campus. This give us time to get everything in order and one more player (maybe.)

So, looking for a start the game First of March.  As an apology and incentive to keep active, I will be awarding significant karma for RP in the OT thread.   
Questions? Comments? Concerns?

Damnyankee
Title: Re: War! merc game - still open
Post by: Loki on <02-15-11/0029:34>
I'll stick with ya, it'll give us time to bond and all the hippy stuff. :) Give us time to invent some shared history.
Title: Re: War! merc game - still open
Post by: Sichr on <02-15-11/0347:58>
The RIG modification is from WAR, new gear section.

About the guns...
I`ve served my duty in the millitary draft, and fact is, that you will get the gun and the number of the gun and it is your personal weapon until the end of your service. I we got some expensive gear, we should have this guns made with the security lockdown system, just becouse nobody wants that these guuns are used against us...
Heavy modifications are not the topic here, I totally understand that this is out of discussion. But, for instance, personalized grip...that may be done with a duct tape :)

Hell...thats enought of this. You are right. If we want our weapon modified, we should modify our own ;)

Good luck with your PC. We should be patient :)
Title: Re: War! merc game - still open
Post by: Damnyankee on <02-15-11/0953:16>
The RIG modification is from WAR, new gear section.

About the guns...
I`ve served my duty in the millitary draft, and fact is, that you will get the gun and the number of the gun and it is your personal weapon until the end of your service. I we got some expensive gear, we should have this guns made with the security lockdown system, just becouse nobody wants that these guuns are used against us...
Heavy modifications are not the topic here, I totally understand that this is out of discussion. But, for instance, personalized grip...that may be done with a duct tape :)

Hell...thats enought of this. You are right. If we want our weapon modified, we should modify our own ;)

Good luck with your PC. We should be patient :)
I listed the XM 30 with security and immobilizer. 
Where is home?  Every nation does things diffrently.

Damnyankee
Title: Re: War! merc game - still open
Post by: Sichr on <02-15-11/1035:22>

I listed the XM 30 with security and immobilizer. 

Damnyankee

Sorry I missed that.

Home is Czech republic :)
But that doesnt matter.

I was just trying to make my skills usefull in this matter, and as I said, this is not the topic anymore.
You are GM and commander of CC.

I think I`m just too used to be GM, I hadnt played PC for at least 5 years :D
Title: Re: War! merc game - still open
Post by: Bewilderbeast on <02-15-11/1259:35>
I'm having computer issues, so my ability to participate in the IC thread will be limited for the time being. Hopefully everything will be fixed by the time DY gets his new Notebook and the actual action begins.
Title: Re: War! merc game - still open
Post by: Loki on <02-15-11/2004:27>
I'm not sure taste, smell, or touch are gonna count as sensor channels. Especially with us in hardened, sealed armor. Any of the sense upgrades in someones armor or other gear tied to their PAN would count as channels. The full optic and audio suites provide more than enough so we cyber monkeys are good.
Title: Re: War! merc game - still open
Post by: Damnyankee on <02-15-11/2141:53>


Home is Czech republic :)
But that doesnt matter.

[/quote]
It was more of a personal interest, its nice to know my players.

Damnyankee
Title: Re: War! merc game - still open
Post by: Loki on <02-15-11/2219:11>
It seams the helmets have 5 slots of their own. A camera and mic is only 2 slots and they have their own capacity that can be used on  upgrades.
Trid camera 6  600NY   6 capacity                                   Audio System (mic) 6   300NY 6 capacity
 Low light    100NY  (1)                                                    Spatial recognizer       100NY (1)
 Flare Comp   50 NY (1)                                                    Audio enhance3          300NY (3) 
 Thermo        100NY (1)                                                    Select sound filter2      400NY (2)
 Ultrasound    1000NY (1)                                                  Total 1100NY
 Vis Enhance3  300NY (1)
 Vis Mag           100NY (1)
 Total 2250NY

Would actually give  us 2 more than needed.
Title: Re: War! merc game - still open
Post by: Sichr on <02-16-11/0327:16>
Flare comp is not a sensor input, i think. But nice list. we should have MAD scanners, olfactory booster, to detect mines and explosives. There is nice detector in WAR, handheld sensor with at least 3 input channels.
I would like to have some Heart-Beat detectors, although Ive never found any in SR sources.
Motion sensors would be also good. I know that this is more than needed but considering the threats of 6th world it is better to be prepared that some of sensors may not count in every situation (i.e. Visual sensors while detecting Invissible targets) it is better to have some reserve.

Chemical seals on the armor, if there is any, may be turned on/off (IMHO, cant remember the rules right now), it is not that you are isolated completely from outside world at the moment you dress up :) So yes, with RIG in the armor, even natural senses may be counted as sensory channels (RAW). I think it would depend on situation. If we are attacked by chemical warfare, it would make sense that we lost this sensory inputs with the armor sealed.
Title: Re: War! merc game - still open
Post by: Loki on <02-16-11/1828:27>
Ya the flare comp is not an input but still good to have and as they're cameras not optics for the armor's wearer I didn't think they needed a smartlink. The radar cyberware and the ultra wide band radar sensor act as motion sensors. The list of sensor package sizes and capacity is in SR4A, with a comprehensive list of sensor options in the Arsenal compiled tables list. Bax has a hand held with olfactory 6, Geiger counter, and non-linear junction detector 6 as well as near every sensor he could get thru cyber.

It was more touch and to a lesser degree taste that I question. The tactical data from taste is largely covered by smell and doesn't require us to go around licking things. :D As for touch, I'm not sure what tactically useful data you would get from it that's not covered by something else.
Title: Re: War! merc game - still open
Post by: Damnyankee on <02-16-11/2002:42>
Ya the flare comp is not an input but still good to have and as they're cameras not optics for the armor's wearer I didn't think they needed a smartlink. The radar cyberware and the ultra wide band radar sensor act as motion sensors. The list of sensor package sizes and capacity is in SR4A, with a comprehensive list of sensor options in the Arsenal compiled tables list. Bax has a hand held with olfactory 6, Geiger counter, and non-linear junction detector 6 as well as near every sensor he could get thru cyber.
I am implementing the rule of 'duh.' Which says even though its not in the book, common sense still applies.  Only sensor channels that can actually provide tactical relevant information count.
It was more touch and to a lesser degree taste that I question. The tactical data from taste is largely covered by smell and doesn't require us to go around licking things. :D As for touch, I'm not sure what tactically useful data you would get from it that's not covered by something else.
Yeah.. Taste is right out.  Smell.. there have been good arguments as to why smell should count.
Touch... Its situational... if you loose visual but have touch sensors you might be able to replace the lost video channel with a touch channel.   OR if you where say clearing mines, touch would be very relevant.
Damnyankee
Title: Re: War! merc game - still open
Post by: Damnyankee on <02-16-11/2020:42>
Light military armor
From arsenal
"Light Military Armor: These suits of armor offer about the same protection as full body security armor but do not tire their wearer down as quickly, since they are made to be worn for longer periods of time—for example, by military scouts operating behind enemy lines. They also accept slightly more upgrades than security armor, a fact that can mean the difference between life and death"
This is light scout armor to start with. Add the following:
Mobility upgrade 1 - Body 3 and reflexes 3 and up take no penalties.
Chemical Protection level 4 - chemical weapons = bad.  heck some air = bad
Quick release Getting out when you get covered by napalm / white phosphorus = good.
Thermal damping 3 Not showing up on IR like a 65" Trid screen = good
Fire resistance 3 = Burning = bad

The armor is at capacity, but I see the argument for the RIG (its also cheap and available) Discussion on what to ditch?
Title: Re: War! merc game - still open
Post by: Loki on <02-16-11/2028:56>
Do we have to, like I said the helmets have 5 slots of their own, put a camera and such in there.
Title: Re: War! merc game - still open
Post by: Sichr on <02-17-11/0333:43>
For this is one piece suit of armor, we do nort need mobility upgrade I suppose (just dont know if I remember it correctly)
Scouts should use ruthenium, maybe instead of chemical or fire protection (napalm and chemical warfare are usualy not used agains a single targets...)
This are just my add to discussion, as we have some time to kill :)

RIG - deffinitly yes. Cameras are not enought, RIG as it is described also provides medical logs, ful scale reports etc.
Level of stress, for instance, is very important tactical info, as the system would consider how firm that point of formation is and gives a commander a signal that:
"Boys and girls on the left flank would need some morale boost, or the deffense is going to be torn appart..."
It also covers emergency medic calls and those medics should read on their display, whether it is worth of a risk or it would be a cold case...
As I read it, it would be part of the standard equipement across military units, not a matter of choice.
Title: Re: War! merc game - still open
Post by: Damnyankee on <02-17-11/1003:02>
For this is one piece suit of armor, we do nort need mobility upgrade I suppose (just dont know if I remember it correctly)
Scouts should use ruthenium, maybe instead of chemical or fire protection (napalm and chemical warfare are usualy not used agains a single targets...)
This are just my add to discussion, as we have some time to kill :)
Mobility upgrade: Yes it reduces the penalty for the armor.  Its a suit so you can wear body X3 but that still means you need body agility 4 to wear it.  With the mobility upgrade it reduces it to 3 - human normal.
Ruthenium is way to expensive/rare.  The SF guys get it.  Not you.
The Fire and chemical protection is so you can operate inside areas that have been exposed to chemical weapons.    What your role is means no difference.
The fire protection could be lost though.
RIG - deffinitly yes. Cameras are not enought, RIG as it is described also provides medical logs, ful scale reports etc.
[snip]
As I read it, it would be part of the standard equipement across military units, not a matter of choice.
Yes, you misunderstand me.  I'm not asking for a case-by-case basis, but across the board change.  I figured as I didn't really feel strongly about some of it, i would ask for suggestions.

Damnyankee
Title: Re: War! merc game - still open
Post by: Sichr on <02-17-11/1039:53>
huh...
Now...sorry, it would be my "english" skill, but I definitely do not understand the meaning of your last 2 sentences  ;D
Title: Re: War! merc game - still open
Post by: Damnyankee on <02-17-11/1714:57>
huh...
Now...sorry, it would be my "english" skill, but I definitely do not understand the meaning of your last 2 sentences  ;D
I was asking what the group thought we should change for everyone, not what each person would change.

Damnyankee
Title: Re: War! merc game - still open
Post by: Loki on <02-17-11/1848:58>
I'd definitely suggest the fire prot or thermal dampening. The dampening is nice as part of a stealth package but like the ruthenium polymers, would a non-special forces unit rate the expense?

Title: Re: War! merc game - still open
Post by: Sentinemodo on <02-18-11/0124:34>
I might have not noticed (browsing from mobile) but do we have personal medkits and non-lethal weaponry (stun batons or paralyzers)?
Also from my pow a high rating medkit as in apc (single one for a unit) a set of stimulants, antitoxins under main medic scrutiny. 
Title: Re: War! merc game - still open
Post by: Damnyankee on <02-20-11/1231:31>
This is what the character list looks like Currently:

Player             Character          Roles
Sichr           Omar Gibo              Driver / Comunications / Vehicle gunner
Bewielderbeast   David Harman      Face / Social guy
Sentinemodo     "Butcher"          Magic/Medic
Boer Commando                      poss. Scout / man-with-the-knife-and- tomahawk
Uncle Vabka   Grim                    poss. Demo guy
TCArknight                              poss. Sniper
Loki              Baxter                  poss. Pointman / sentry


ive had PM's for a more players.  I have Character sheets for 5. 
Title: Re: War! merc game - still open
Post by: Blue on <02-21-11/0159:47>
*** deleted ***

character was inappropriate, and has been superseded by a later, rather different submission.
Title: Re: War! merc game - still open
Post by: Bewilderbeast on <02-21-11/1007:45>
Just an update; I'm still keeping an eye on the thread. My computer went in for repairs on Saturday. Hopefully I'll be getting it some time during the week, and I'll be able to start posting regularly again.
Title: Re: War! merc game - still open
Post by: Damnyankee on <02-21-11/1014:33>
There was mention of need for a second gunner, and I've added armorer skill and mechanics as well. Someone's gotta maintain all our gear. ;-)
Actually, you are stepping on some one else's toes.  This role is pretty well covered.
Name: Erik Stone, Male Elf (30 BP)

Stats (200 BP + 20 BP)
Body:      4         Charisma:   3               EDGE:   3
Agility:   8         Intuition:   4               INITIATIVE:   10
Reaction:   6         Logic:   2                  PASSES:   3
Strength:   6         Willpower:   4                  

Essence:   0.6

Qualities (+35 / -35)
Veteran Mercenary   10
Ambidextrous      5
Gearhead         10
Tough as Nails (1)  10
Prejudiced (elves uber alles)   -5
Explain this?  Prejudice,as described in SR4 is a vegetative feeling, one that causes you to spout off and gets you in trouble.
Thrill Seeker                -5
Allergy (Combat Stimulant)      -5
In Debt (20,000 NY)             -20

Active Skills (126 BP)
Close Combat (Group)   2
Athletics (Group)      1
Navigation            2
Etiquette            2
Firearms (Automatics)   3
Armorer               3
Gunnery               4
Mechanic (Auto)         1
Dodge               2

Knowledge and Language skills (1 BP)
Firearms Design      3
Engineering         1
Patrol Procedures   1
Military Procedure   1
Gunnery            2
Electronics         2
Mechanics         3
English            Native
Sperethiel         3
Sioux            3

Contacts (12 BP)
SSgt Kimball Kineson (quartermaster corps.)      3/4
Major Art Thompson (former CO)               3/2
There are not that many Majors in CC's.  Company commanders are Captains.
Bio and CyberWare          (50,800 NY)
Eye Recording Unit      
Muscle Replacement    2
Wired Reflexes II      
CyberEye II          
   Flare Compensation      
   Microscopic Vision        
   Thermographic Vision      
   Vision Enhancment    2

Gear                   (13,400 NY)
CommLink:
   Erika Elite (3/4)
   Novatech Navi (5/5)
   Agent 3
   Analyze   3
   Browse   3
   Edit   3
   Encrypt   3
   Scan   4
   Armor   3
   Stealth   3

Resources    45,000 NY + 20,000(debt) NY = 65,000
Spent      13,400 NY - 50,800 NY
Remaining   8000 NY   
   
Build Points:
   Stats   200         
   Infection   30         
   Edge   20         
   Mundane   0         
   Active Skills   126         
   Know./Lang. Points   19   /-18      
   Positive Qualities   35         
   Negative Qualities   -35         
   Resources   9         
   Contacts   12
I'm certain I said to submit a concept before the actual character.    The inability to follow simple instructions does not make a good first impression.  Try Again.

Damnyankee
Title: Re: War! merc game - still open
Post by: Damnyankee on <02-21-11/1015:10>
Just an update; I'm still keeping an eye on the thread. My computer went in for repairs on Saturday. Hopefully I'll be getting it some time during the week, and I'll be able to start posting regularly again.
Good news! we look forward to your return.

Damnyankee
Title: Re: War! merc game - still open
Post by: Sichr on <02-21-11/1135:24>
Just an update; I'm still keeping an eye on the thread. My computer went in for repairs on Saturday. Hopefully I'll be getting it some time during the week, and I'll be able to start posting regularly again.
Good news! we look forward to your return.

Damnyankee

+1
Title: Re: War! merc game - still open
Post by: Blue on <02-21-11/1221:58>
I'm certain I said to submit a concept before the actual character.    The inability to follow simple instructions does not make a good first impression.  Try Again.

Damnyankee

Bleah. That's what I get for paying attention. Mea Culpa.

Begin again ... Let's try this from a much different perspective: What roles open? What's not being covered? What  could be handled by someone who's new to Shadowrun (but not RP) and is experiencing a period of "following directions" challenges?

Steve G.
Title: Re: War! merc game - still open
Post by: Blue on <02-21-11/1619:26>
One role that had occurred to me (that currently isn't directly covered) is Mil Ops/Weapons specialist. I.e. the Heavy. On the other hand our illustrious GM has said that this won't be a combat heavy game so I'm not sure if that role would even be necessary? Comments?
Title: Re: War! merc game - still open
Post by: Sentinemodo on <02-21-11/1626:08>
Maybe a spirit heavy mage a shaman maybe? I am not much into combat (that is no more than necessary, there is no place in merc company for rifle-idiots).

And the heavy weapons may have its uses other then combat, we are missing some muscle and I mean muscle like body 6 and higher (within the limits of APC)
Title: Re: War! merc game - still open
Post by: Blue on <02-21-11/1652:09>
Maybe a spirit heavy mage a shaman maybe? I am not much into combat (that is no more than necessary, there is no place in merc company for rifle-idiots).

And the heavy weapons may have its uses other then combat, we are missing some muscle and I mean muscle like body 6 and higher (within the limits of APC)

This could work - and a peacekeeping force would certainly want to give the occupied a reason to keep the peace, if you know what I mean! My only concern with this type of build is that it be something easy to play. I'm new to SR and I want to limit the hand-holding the GM is going to have to do. ;-)
Title: Re: War! merc game - still open
Post by: Loki on <02-21-11/1800:40>
Welcome aboard Blue.
Maybe a spirit heavy mage a shaman maybe? I am not much into combat (that is no more than necessary, there is no place in merc company for rifle-idiots).

And the heavy weapons may have its uses other then combat, we are missing some muscle and I mean muscle like body 6 and higher (within the limits of APC)

This could work - and a peacekeeping force would certainly want to give the occupied a reason to keep the peace, if you know what I mean! My only concern with this type of build is that it be something easy to play. I'm new to SR and I want to limit the hand-holding the GM is going to have to do. ;-)

So then drone rigger or combat hacker are right out. The squad would probably have a heavy weapons specialist.  Intimidation, a greneade launcher with flashbangs and tear gas should soft force be needed, and of course the big guns for any insurgents who get upity.

I was gonna ask about the intolerance as well. Is he intolerant of non-elves or intolerant of racist elves.
Title: Re: War! merc game - still open
Post by: Damnyankee on <02-21-11/2037:04>
One role that had occurred to me (that currently isn't directly covered) is Mil Ops/Weapons specialist. I.e. the Heavy. On the other hand our illustrious GM has said that this won't be a combat heavy game so I'm not sure if that role would even be necessary? Comments?
I have said I don't intend to be combat heavy.  That said, the SAW gunner role is a good one. 
AS for grenades: every last one of you was issued a magazine fed under-barrel grenade launcher with air-burst link.   A specialist grenadier... is less important.
A reason to play the SAW gunner:  The needed skills/abilities are low allowing you to have lots of backup/ OR completely not relevant but interesting skills.  (the Astrophysicist turned SAW gunner...)

Damnyankee
SAW Squad Automatic Weapon.  Light/medium MG.  Currently its the M249 in the Us army.
Title: Re: War! merc game - still open
Post by: Loki on <02-21-11/2116:03>
I am keenly aware that I have grenades MWAHAHA :-X um... and uh..... I promise to use them responsibly. Yeah, that's the ticket. ;)

Title: Re: War! merc game - still open
Post by: Blue on <02-21-11/2318:32>
One role that had occurred to me (that currently isn't directly covered) is Mil Ops/Weapons specialist. I.e. the Heavy. On the other hand our illustrious GM has said that this won't be a combat heavy game so I'm not sure if that role would even be necessary? Comments?
I have said I don't intend to be combat heavy.  That said, the SAW gunner role is a good one. 
AS for grenades: every last one of you was issued a magazine fed under-barrel grenade launcher with air-burst link.   A specialist grenadier... is less important.
A reason to play the SAW gunner:  The needed skills/abilities are low allowing you to have lots of backup/ OR completely not relevant but interesting skills.  (the Astrophysicist turned SAW gunner...)

Damnyankee
SAW Squad Automatic Weapon.  Light/medium MG.  Currently its the M249 in the Us army.

Makes sense to me. I'll update Erik in the next day or so (busy tonite...) as SAW gunner / Unit support. I'm open to suggestions for primary and backup skills.


Title: Re: War! merc game - still open
Post by: Blue on <02-21-11/2319:52>
Welcome aboard Blue.
Maybe a spirit heavy mage a shaman maybe? I am not much into combat (that is no more than necessary, there is no place in merc company for rifle-idiots).

And the heavy weapons may have its uses other then combat, we are missing some muscle and I mean muscle like body 6 and higher (within the limits of APC)

This could work - and a peacekeeping force would certainly want to give the occupied a reason to keep the peace, if you know what I mean! My only concern with this type of build is that it be something easy to play. I'm new to SR and I want to limit the hand-holding the GM is going to have to do. ;-)

So then drone rigger or combat hacker are right out. The squad would probably have a heavy weapons specialist.  Intimidation, a greneade launcher with flashbangs and tear gas should soft force be needed, and of course the big guns for any insurgents who get upity.

I was gonna ask about the intolerance as well. Is he intolerant of non-elves or intolerant of racist elves.

He's just intolerant of role players who can't follow directions. ;-)
Title: Re: War! merc game - still open
Post by: Loki on <02-21-11/2332:05>
I asked because both our characters have been with CC a few years so it they've probably been squad mates a while. Didn't want to misplay it like you were a bigot if ya hated them or visa-versa.

Heavy weapons at 5 or 6 of course. Also either the whole firearms group or at least pistols and automatics should be at 3s. One or more close combat skills at 3. You'll need a point or two in navigation (I just took the whole group at 1) and the athletics group to meet the fitness/skill requirements. Perception is always good.

Title: Re: War! merc game - still open
Post by: Blue on <02-22-11/1957:15>
@DamnYankee: PM'ed a (fairly significantly) changed character to you.
Title: Re: War! merc game - still open
Post by: Blue on <02-23-11/2111:36>
@DamnYankee - sent you a fairly significantly changed concept via PM, but never heard back from you. I'm going ahead and posting here so you can comment on the changes.



Erik was born the second of three children to middle class parents, with an older brother and younger sister. He was the classic 'forgotten' middle child. This was unfortunate for Erik as his older brother was an accomplished sadist who took a world of delight in making Erik's life miserable. His parents, while doting on his little sister, treated their two boys with a 'boys will be  boys' attitude and ignored most of Erik's torment. Such would have been Erik's life except for one small detail. At puberty he expressed as an Ork - astonishing everyone who thought that the times of 'goblinization' were over.

Erik was at first embarressed and humiliated at the changes he was going through. Puberty is hard enough without goblinizing into an Ork. Erik's brother took full and thorough advantage of the situation until Erik started to grow. When Erik realized he outweighed his brother by nearly a hundred pounds of pure muscle, the situation was reversed. Erik had learned the fine art of torment from a master and in the spirit of 'turnabout is fair play', made his brother's life as much of a living hell as his brother had done to him.

Boys will be boys, but boys grow up. Being really big and very strong had helped Erik with his brother but not with his studies. Erik graduated high school with a decidedly average grade and, taking advantage of his natural skills, started working in security. He did corp sec for a while and eventually worked for a company that provided bodyguards for celebrities. His size and strength - and knowing how to use them - made him very effective. Still, something was missing. Being a bully boy for bored and spoiled celebrities was something that Erik could stomach for only so long. The thrill of meeting celebrities and moving in high society circles quickly wore off and left Erik bored and wanting more excitement.

Erik could have easily slid into the shadows, getting his thrills and paydays as a runner. Instead chance led him to Conrad's Conquerors. It was a match made in heaven. Erik could satisfy his need for thrills with the constantly changing challenges a merc faces; he could have and use the heavy firepower he enjoyed, and, best of all, it was legal!



Erik Stonefield
Ork                 (20 BP)
Male


Edge                (20 BP)


Stats               (180 BP)
Body:        7            Charisma:     4                    EDGE:          3
Agility:     6            Intuition:    3                    INITIATIVE:    9
Reaction:    6            Logic:        2                    PASSES:        3
Strength:    6            Willpower:    3                       


Qualities           (25 BP / -30 BP)
Veteran Mercenary        10
Ambidextrous             5
Tough as Nails (1)       10
Thrill Seeker            -5
Allergy (Cmbt. Stim.)    -5
In Debt (20000)          -20


Active Skills       (158 BP)
Close Combat (Group)     3
Navigation               2
Dodge                    4
Firearms (Group)         3 
Heavy Weapons            5
Etiquette                2
Intimidation             5
First Aid                1
Athletics                1
Perception               3

Knowledge/Linguistics (17 BP / -15 BP)                   
BK:Heavy Weapons          2
IN:Cuisine                2
IN:Cooking                2
IN:Fine Dining            1
SW:Paprazzi Control       1
SW:Patrol Procedures      2
SW:Military Procedure     1

English                   N
Spanish                   3
Sioux                     3
                           
Contacts            (12 BP)                           
SSgt Kimball Kineson (quartermaster corps.)    3/4
Major Art Thompson (former CO)                 3/2
                           
Resources           (10 BP)                           
Eye Recording Unit   
Muscle Replacement II   
Wired Reflexes II   
Smartlink   
Internal Air Tank   
Cybereye Rating 2   
    Flare Compensation   
    Vision Magnification   
    Thermographic Vision   
    Vision Enhancment I   
    Eye Laser Range Finder     
    Low-Light Vision   
    Protective Covers                   
Erika Elite               3/4       
    Novatech              5/5   
    Agent                 3               
    Analyze               3
    Browse                3
    Edit                  3
    Encrypt               3
    Scan                  4
    Armor                 3
    Stealth               3
                   
Resources:  50000NY + 20000NY (debt)
Spent:      52750NY + 13400NY                   
Remaining:  3850NY                   
                   
Summary                   
    Stats                180
    Infection            20           
    Edge                 20           
    Mundane              0           
    Active Skills        158           
    Know./Lang. Points   17/-15       
    Positive Qualities   25           
    Negative Qualities   -30           
    Resources            10           
    Contacts             12           
    Total                399/400       
      
Title: Re: War! merc game - still open
Post by: Loki on <02-23-11/2128:23>
One technical problem, at character creation you can have either one skill at 6 or two at 5 and all others 4 or less.

All so, if you bought the eye recording unit, don't. It and image link come free in all cyber eyes.
Title: Re: War! merc game - still open
Post by: Blue on <02-23-11/2152:26>
@Loki: Thanks for the heads up. I'll post an update as soon as I have a few changes (as I'm sure there will be others). This way I'm not doing an update every 15 minutes. :-)

P.S. Knocking Intimidation and Heavy Weapons down to 5 should give me points to spend elsewhere. Any ideas on one-off skills that can help round out the team?
Title: Re: War! merc game - still open
Post by: Loki on <02-23-11/2156:35>
Glad to help, one other thing I just noticed is you have no perception skill.
Title: Re: War! merc game - still open
Post by: Blue on <02-23-11/2200:48>
Glad to help, one other thing I just noticed is you have no perception skill.

Well there ya go - that's a good place for points off those two skills that were too high. Good catch.
Title: Re: War! merc game - still open
Post by: Bewilderbeast on <02-25-11/0947:49>
Just an update on my situation: my computer will be repaired a week from Tuesday. Possibly before, but probably not. I can still post (as evidenced by the fact that I'm posting now), but I don't get much of an opportunity to read every post in the thread and write flowery, four-paragraph IC posts and stuff.

I can still participate, but I won't be firing on all cylinders until a week from Tuesday. Maybe, if the computer gods smile upon me, a few days before.
Title: Re: War! merc game - still open
Post by: Damnyankee on <02-26-11/0224:43>
sorry I havent been around... new PC is distacting.  I should be able to catch up tomorrow.

Damnyankee
Title: Re: War! merc game - still open
Post by: Damnyankee on <02-27-11/1839:41>
@Loki: Thanks for the heads up. I'll post an update as soon as I have a few changes (as I'm sure there will be others). This way I'm not doing an update every 15 minutes. :-)

P.S. Knocking Intimidation and Heavy Weapons down to 5 should give me points to spend elsewhere. Any ideas on one-off skills that can help round out the team?
Did you update your sheet?  its still showing 6's for thoes two skills

Damnyankee
Title: Re: War! merc game - Currently full
Post by: Damnyankee on <02-27-11/1846:39>
Right. Heres the plan of attack:
We will do two in game/out of game training missions.  These will allow your characters to work together and us to iron out the PBP issues. The first mission will be combat related, basically its your final exam to prove that you are combat ready.  You will be expected to approach and clear a house.  I will post a map soon as a I figure out the best way to draw them.  I would like something better than paint, but I might end up with that anyway.  A copy of CC2 would be awesome.  We will see if its in the budget.   This is the 48 hour (real world) alert to finalize your characters.  Say 8pm Eastern time on the first everything will be final.  Speaking of final, I have a math final tomorrow, but after that I will go through and post a final draft of the characters/players/rolls.  Once any issues with that have been solved I will Post it some place nice.    Now, you should start figureing out who really does what, and what your standard kits are.  Also, once you deploy for real I will want a defnitive equipment list from each of you.  If its not on the list you will have to try and get it in theatre.

Damnyankee.
Title: Re: War! merc game - Currently full
Post by: Loki on <02-27-11/2213:59>
Inca1980 has so nice maps in his Urban Brawl game, not sure what he uses to make em tho.
Title: Re: War! merc game - still open
Post by: Blue on <02-28-11/0052:34>
@Loki: Thanks for the heads up. I'll post an update as soon as I have a few changes (as I'm sure there will be others). This way I'm not doing an update every 15 minutes. :-)

P.S. Knocking Intimidation and Heavy Weapons down to 5 should give me points to spend elsewhere. Any ideas on one-off skills that can help round out the team?
Did you update your sheet?  its still showing 6's for thoes two skills

Damnyankee

Have now. I was waiting for any more comments, but apparently there are none.

Blue
Title: Re: War! merc game - still open
Post by: Loki on <02-28-11/0219:40>
@Loki: Thanks for the heads up. I'll post an update as soon as I have a few changes (as I'm sure there will be others). This way I'm not doing an update every 15 minutes. :-)

P.S. Knocking Intimidation and Heavy Weapons down to 5 should give me points to spend elsewhere. Any ideas on one-off skills that can help round out the team?
Did you update your sheet?  its still showing 6's for thoes two skills

Damnyankee

Have now. I was waiting for any more comments, but apparently there are none.

Blue

Sorry but something else I missed is it seams you took the firearms and close combat groups and then specialized in the sub skills, that is not how it works. You specialize off the skill not the skill group ie Blades (combat axe) 2 (4). Also you cannot specialize off of groups, so no Close Combat (combat axe 2 (4), sorry.   You can break up a skill group after buying it at group rates buy increasing one skill individually but this breaks the whole group so they must all now be raised individually and it can only be done during character creation with GM approval.

I suggest also getting another point or two into perception. As a bodyguard and a merc seeing trouble before it starts is good. Maybe dropping a point or two of stats ( not easy I know) str and bod perhaps. that'll give 20 more points to jigger skills some.

Title: Re: War! merc game - still open
Post by: Blue on <02-28-11/1312:59>
@Loki: Thanks for the heads up. I'll post an update as soon as I have a few changes (as I'm sure there will be others). This way I'm not doing an update every 15 minutes. :-)

P.S. Knocking Intimidation and Heavy Weapons down to 5 should give me points to spend elsewhere. Any ideas on one-off skills that can help round out the team?
Did you update your sheet?  its still showing 6's for thoes two skills

Damnyankee

Have now. I was waiting for any more comments, but apparently there are none.

Blue

Sorry but something else I missed is it seams you took the firearms and close combat groups and then specialized in the sub skills, that is not how it works. You specialize off the skill not the skill group ie Blades (combat axe) 2 (4). Also you cannot specialize off of groups, so no Close Combat (combat axe 2 (4), sorry.   You can break up a skill group after buying it at group rates buy increasing one skill individually but this breaks the whole group so they must all now be raised individually and it can only be done during character creation with GM approval.

I suggest also getting another point or two into perception. As a bodyguard and a merc seeing trouble before it starts is good. Maybe dropping a point or two of stats ( not easy I know) str and bod perhaps. that'll give 20 more points to jigger skills some.

Heh. That's the sort of detail I was waiting to get. ;-)

Thanks for the explanation. As I said, I'm new to SR and explanations like this are very welcome!
Title: Re: War! merc game - Currently full
Post by: Blue on <02-28-11/1935:30>
FYI, Necessary changes made to Erik. Took Loki's advice and reduced Body and Str by one point each and made the appropriate skill changes with the points; numbers updated to reflect the new distribution.

 
Title: Re: War! merc game - Currently full
Post by: Sichr on <03-01-11/0354:07>
FYI, Necessary changes made to Erik. Took Loki's advice and reduced Body and Str by one point each and made the appropriate skill changes with the points; numbers updated to reflect the new distribution.

Actualy, we are missing you in the Open Turret ;)
Title: Re: War! merc game - Currently full
Post by: Blue on <03-01-11/1530:24>
FYI, Necessary changes made to Erik. Took Loki's advice and reduced Body and Str by one point each and made the appropriate skill changes with the points; numbers updated to reflect the new distribution.

Actualy, we are missing you in the Open Turret ;)

Waiting on GM to assign a rank for the character.
Title: Re: War! merc game - Currently full
Post by: Sichr on <03-01-11/1624:26>
FYI, Necessary changes made to Erik. Took Loki's advice and reduced Body and Str by one point each and made the appropriate skill changes with the points; numbers updated to reflect the new distribution.

Actualy, we are missing you in the Open Turret ;)

Waiting on GM to assign a rank for the character.

U donneedaranktogetabeer, pal...hick...
Title: Re: War! merc game - Currently full
Post by: Loki on <03-01-11/1742:55>
Kit List
Smartpack system
5 smart ammo packs
MOSLTOV
Climbing gear
flashlight
microflare launcher w/ 5 flares
10 days rations
Survival kit
Sleeping bag
mess kit
Environmental gear
Gasvent 3 accessory for our XM-30s

Things I think 1 or two ppl should have
Grapple gun
spare medkit

Hope I didn't miss anything
Title: Re: War! merc game - Currently full
Post by: Sentinemodo on <03-02-11/1503:53>
Butcher's equipment
all I really care about are my books/computers/magical artifacts which I am not going to take on mission anyway
Lodge Materials level 5

Singularity Battle Buddy Basic R5 S5
System 5, firewall 5.
Simlink
Biometric reader:Fingerprint
Skinlink

HK XM30 standard version. + carbine kit. Smartlink mark 74, advanced safety mod. (immobilizer) Skinlink. Smartlink camera upgraded with LL and flare compensation.
Six rifle  magazines,  180 rounds RFID tagged regular rounds
2 Grenade launcher magazines, 16 RFID tagged mini grenades. (8xtear gas, 8xexplosives)
Walther PB-120 Smartlink mark 74, advanced safety mod. (immobilizer) Skinlink.
2 Magazines. 20 rounds RFID tagged regular rounds.

Light military armor customised to carry foci
Mobility upgrade 1
Chemical Protection level 4 
Quick release
Thermal damping 3
Fire resistance 3
Helmet

other than that I have the company issued foci
weaponry includes knife, stun baton, some plastic cuffs
2 rifle magizes of stun rounds RFID taggeg (60 rounds)

I'd need some ghost binding materials as well (say a total for rating 5) - I am not a best ghost binder but I should be able to bind a rating 3 spirit of man with a little luck.
I don't know if this fit as inventory/equipment, but I'd like to have a bound spirit of man with 3 tasks left and an innate spell optional power (and the spell being Heal)

medikit rating 3 for personal use
medikit rating 6 to carry in van - if this one does not include cybertechnology repair/surgery tools then a set of those as well
set of combat stimulants, antitoxins and painkillers (locked in a bag or locker in car - what is included is up to what company issues on mission)
I could also use some portable laboratory to analyze samples with a basic set of reagents. rating 3 perhaps (proffesional grade, but this is not cutting edge) - laboratory tools, gloves, mask
and maybe some portable detectors (radio frequencies, metal detectors, movement, radiation) rating 3

standard matrix equipment (AR googles, AR gloves, commlink)
standard survival kit (tent, sleeping bag, lighter, etc.)

for personal trademark - I'd like to have a riot type/bulletproof shield from transparent material marked with a large red cross medic symbol. It should be big enough to provide cover for single person or to carry one on.

DY - can I spend the Karma on Analytical Mind or College Education Quality? They are each at 5 BP.
Title: Re: War! merc game - Currently full
Post by: Sichr on <03-05-11/0409:06>
Ill post my Cab operation rolls here. Bit of practice, more than real attempt to steal the taxi cab, thought:

Step 1: Find the taxi node
EW+Scan :  <a href="http://invisiblecastle.com/roller/view/2920411/">Step 1: find the node (15d6.hits(5)=4)</a>

Step 2: Find a traffic
EW+Sniffer: <a href="http://invisiblecastle.com/roller/view/2920414/">2. find a traffic - EW + Sniffer (15d6.hits(5)=5)</a>

Step 3:
Matrix perception to see if:
  The signal is encrypted
  any IC or databomb present

Computer + Analyze:
    <a href="http://invisiblecastle.com/roller/view/2920426/">Matrix perception (14d6.hits(5)=3)</a>

Step 4: Decrypt the traffic:
Initiate Cryptoanalysis
EW+Decrypt, extended test  2*encryption/1CT:
    <a href="http://invisiblecastle.com/roller/view/2920416/">Extended test, roll: 1 (15d6.hits(5)=6)</a>
    <a href="http://invisiblecastle.com/roller/view/2920418/">Extended test, roll:2 (15d6.hits(5)=3)</a>
    <a href="http://invisiblecastle.com/roller/view/2920419/">Extended test, roll: 3 (15d6.hits(5)=3)</a>
Encryption 6 broken after 3 combat turns

If this is OK, ill go further...

I need to know if I did everything right, or if you have some sugestions, those of you who are matrix operations experienced. I thing it works that way but there is always better to have a consenzus in a team :)
 I roll: Inteligence + Skill + Program rating. Response doesn`t count to this...does it?
Title: Re: War! merc game - Currently full
Post by: Loki on <03-05-11/0432:56>
It's just skill+program.

With the detect trafic role I think you could trace back a legitimate user, grab his commcode and spoof the cab or you can hack it on the fly.
Title: Re: War! merc game - Currently full
Post by: Sichr on <03-05-11/0500:56>
I have no hacking skill
thats why I would give it up after this steps. But only skill + program is silly idea. No skill is used without linked attribute. for example I would be able to do some hacking even without those skills, just using my inteligence(-1 of course)...
Thus...
With EW 4 so I would have 4 dices for electronic warfare tests (I know, EW should not be defaulted)
With inteligence 6 I would have 5 dices for Hacking without even having that skill.
Thats nonsense.
Title: Re: War! merc game - Currently full
Post by: Loki on <03-05-11/0535:06>
Read the section on matrix use, that's how it works.
Title: Re: War! merc game - Currently full
Post by: Sichr on <03-05-11/0556:50>
Read the section on matrix use, that's how it works.

There is nothing that supports your statement...I read it before my post just to be sure

SKILL RATINGS
Skill ratings are the numerical values assigned to skills or skill groups,
either at character creation or when the skill is learned during game
play. Tey  represent how good a character  is at a  task when using
that particular skill. Skill ratings are written as the name of the skill
or group, followed by the rating. For example, Infltration 3 means
the  character  has  the  Infltration  Skill  at  a  rating  of  3. Te  skill
rating  is added to the  linked attribute to determine the number of
dice rolled when that skill is used.
For example, if the character with
Infltration 3 also had an Agility 4, she would roll 7 dice when making
an Infltration Test.
Title: Re: War! merc game - Currently full
Post by: Sichr on <03-05-11/0630:32>
I see that the confusion might be with Decrypt. It runs autonomusly "using EW rating"..IU dont know what I should imagine in this. I would understand Response or system, if it is autonomous. But EW skill...what for???
Title: Re: War! merc game - Currently full
Post by: Sichr on <03-05-11/0737:09>
EDIT:
My fault, its in the article before Matrix Use :)
Title: Re: War! merc game - Currently full
Post by: Loki on <03-05-11/1130:19>
That's cool. I thought it odd myself.
Title: Re: War! merc game - Currently full
Post by: Sichr on <03-05-11/1200:22>
Well, if there should be debate, there are some "tweaking the rules" sugestions in SR4A on the same page with the Astral Attributes article... I would definitely vote for using programs as other tools (adding its rating to atrtibute+skill rating) (otherwise I should have saved money and essence for Cerebral booster :)
Title: Re: War! merc game - Currently full
Post by: Loki on <03-05-11/1230:22>
Hmm,can't find one with that option. The only optional rules regarding attributes for computer use I've seen use logic as a success cap like force for spells or using attribute and skill as normal with the program capping successes. I'm not even playing a hacker and I don't like that.   
Title: Re: War! merc game - Currently full
Post by: Sichr on <03-05-11/1237:25>
Hmm,can't find one with that option. The only optional rules regarding attributes for computer use I've seen use logic as a success cap like force for spells or using attribute and skill as normal with the program capping successes. I'm not even playing a hacker and I don't like that.   

I didnt say that my proposed option there is :)
It was just an offer...I knew that it wouldnt be accepted... ;D
Ill be ok with the rule of program capping successes. I dont understand why but maybe there is something in the game ballance that needs this. Otherwise it sounds like shit to me...
Title: Re: War! merc game - Currently full
Post by: Loki on <03-05-11/1250:49>
As a limiter to spells the force based cap makes sense, you can't use more power in a spell than it can handle. I don't really see a correlation to that mechanic in how program works. A skilled user could do more with a cheap program than it's designers may have intended.
Title: Re: War! merc game - Currently full
Post by: Sichr on <03-12-11/1338:04>
Uh...seems like e came to the end of the line...
Title: Re: War! merc game - Currently full
Post by: Sentinemodo on <03-12-11/1617:53>
Seems like, damn (no pun intended) we hit 13 pages in recruitment and 5 pages in OOC thread. That's amount I was half into the Missions run already.
Title: Re: War! merc game - Currently full
Post by: Sichr on <03-12-11/1644:27>
shit happens. Maybe next time :(