[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / x] [rs] [status / ? / @] [Settings] [Home]
Board:  
Settings   Home
4chan
/qst/ - Quests


Planet Mercenary is the in-universe (ours and theirs) Roleplaying Game based on the daily webcomic of Howard Tayler.
http://www.schlockmercenary.com/

Planet Mercenary is going through the final revisions and to celebrate I am running a short quest.
I will need between 2 and 6 participants to take the roles of officers of a Mercenary Company in the Schlock Mercenary universe.

These participants will each create a character and collaboratively create a Mercenary Compnay using the in game rules.

I need a roll call of players and we can get started on char/company generation and start the Company's first Contract.
Roll Call will end at 17:00 Zulu (UTC/GMT) apprx 90 minutes from now.

I don't know if this will be ongoing or just a one shot at this point, depends on interest.
>>
>>1420443
Never heard of it. Do a simple run down
>>
>>1420461
Planet Mercenary is based on a 3d6+skill task resolution. Each player takes the role of an officer in a mercenary company and has a Fireteam of Grunts to provide support.
Grunts have different functions based on their specialty (Diplomat, Heavy Weapons, Infantry, Officer in Training, or Specialist). Fireteams have a simplified skill set, broken down in to the four base skill groups, rahter than individual skill.
These don't affect your skills, but may have a better chance to succeed at tasks that you have no skill in.
Also, Fireteams may laydown covering fire or act as mobile cover, or even "Ablative Meat Shield" for characters.
>>
looks like there's no takers...maybe tomorrow then.
>>
>>1420443
can't really commit but will lurk. Do like the webcomic quite a lot.
>>
Trying recruitment again, will end recruitment at 20:00 Zulu, apprx 3 hours and 22 minutes from now.
>>
>>1423088
or agian, not happening, only a few people like Schlock Mercenary? or are willing to try out the system?
>>
>>1420443
>>1423261
I'm a bit busy right now with other quests to properly quest in this one. I could try participating in this one, but I'll likely be relatively inactive.
Can you give a rundown of a sample character sheet for reference?
>>
>>1423261
I'm curious, but you keep trying to run things at the start of my shift. That means the best I can hope to do is lurk.
>>
>>1423351
I'll post one in the morning, just got back from bar smashing.

>>1424058
Sorry about that.

I'll try to start recruitment for a new PM game Friday and let it run while I fill in a shift at work, then run the actual game when I get back or Saturday. (PDT for me so Zulu -7)
>>
File: Martian Militia.jpg (240 KB, 1918x1534)
240 KB
240 KB JPG
>>1424116
Nothing to apologize for, that's just how it's worked out.

Friday or Saturday should work out better for me. Hopefully it works better for some others as well.
>>
File: CCE.pdf (245 KB, PDF)
245 KB
245 KB PDF
>>1424159
Definately Friday for Recruitment and Saturday for play.


>>1423351
Characters have Command Package (role in the Company), Background (what they did before joining the Company) and Sophont type(what species they are).

Each of the choices affects what your starting skills are. After that you gain 5 ranks of Dodge and then spend 40 skill points* on skills of your choice, no skill may start above 9. Most skills have Specialties that allow you to re-roll any one die when you use that Specialty, each Specialty costs 2 skill points during character creation.

Characters then figure out their Health (Endurance + a number set by Sophont Type) and pick a name and starting weapon (pistol)

After that the group would build the Mercenary Company, using one of three methods: Standard (Basic Company with set scores, you pick a Ship)
Point Buy
Random Generation (Roll on a table, each character generates a random amount of Resources, everything must be purchased)

*approximately, AI characters have X skill points, X = AI raiting*10, and promoted Grunts have 40 +10*number of times survided being used as Ablative Meat
>>
So new recruitment drive, for 2 to 6 people willing to try the system.
Game will start apprx 15 hours from now.


not starting a new thread, until game time or this one falls off the board.
>>
>>1424555
>>1430941
Interesting. Can you also provide a sample character sheet for reference?
>>
>>1431426
sure, here ya go.
>>
>>1431426
>>1431586
Small note, the current pdf is an early release and the book just TODAY finished final edits, and the pdf of those HASN'T been released yet. So it's basically PM RPG v0.99.
>>
>>1431586
>>1431592
Nice. Should we submit a new PDF for our character sheet or just type it out in text?
>>
>>1431593
Just type it out, I'll have a Pastebin with all the character and company info.

Let me just get the character options posted and, let's try to walk through it as a group, please? No arguing.

Speak First, Act First.
>>
>>1431642
>No arguing.
You overestimate our civility, QM.

>>1431642
>Just type it out, I'll have a Pastebin with all the character and company info.
Got it.

>>1431642
>Let me just get the character options posted and, let's try to walk through it as a group, please?
Well, since I'm the first one here I guess I'll go for some essentials. I think the other anon will come a bit later.
I can alter the character if there're any problems with it. Can we swap out Command Packages if we've only completed the starting session with them, or are we stuck with them?

Command Package: Captain
If there's nobody that's the Captain, is that a role fulfilled by the QM?
Background Package: Military (Officer)
Sophont Type: Human (Homo sapiens)
>>
File: Priorities.jpg (74 KB, 600x480)
74 KB
74 KB JPG
>>1431770
That's cute...you think any one will still be using their first character by the end of the session...
Command packages don't really do anything other than give a sense of who should be in charge of what and a few skills.

>If there's nobody that's the Captain, is that a role fulfilled by the QM?
Basically, yeah.

Also:
Name for the captain?
What are your choices for the +2 Combat Skill from Captain?
What is your choice for the +2 Combat Skill from Military (Officer), this can be the same skill as from Captain?
What is your skill allotment?
(Don't forget, each character gains +5 to Dodge and Starting Characters are capped at 9 skill ranks)
Each character also starts with a pistol, stats will be determined during Company Creation.
>>
>>1431839
>That's cute...you think any one will still be using their first character by the end of the session...
Should've figured this was one of those type of quests.

>Basically, yeah.
How good are our contracts, assignments, and stuff if we don't have a PC as the Captain?

>Also:
I wanted to check to see if there any initial problems with the character before proceeding.

Name: Giles Frost
Initial Combat Skill: Carbines
I'll go with the most common range for what I'll be commanding in.
7 in contracts

When it says +2 History (Military), does that mean I get both the skill points and the specialty, or only the specialty?
>>
>>1431899
>How good are our contracts, assignments, and stuff if we don't have a PC as the Captain?
I would assign a random score to the "Captain's" Contracts Skill (1-9) and use that for negotiation. Although "Legal Counsel" or "Quartermaster" could also negotiate a Contract.
Mind you, this ONLY affects how MUCH you agreed to do a job for, not necessarily WHAT jobs you take.

>When it says +2 History (Military), does that mean I get both the skill points and the specialty, or only the specialty?
Skill and Specialty.

>Initial Combat Skill: Carbines
You gained +2 Combat Skill, twice. Did you want +4 to Carbines or just +2 and +2 to a different Combat Skill?
(Carbines actually covers any small arms used in two hands)


also
>Should've figured this was one of those type of quests.
I don't actually hope to kill off characters. It's just that even with lots of health, most characters can't survive more than one or two hits from most enemies. You'll get fate points (RiPP), which I'll explain when the game starts. Every character also has a team of grunts that may or may not turn the tide.
>>
>>1431968
Oh, interesting. Well, I think I'll spec in what the Captain starts off with.

>>1431642
Name: Giles Frost
Command Package: Captain
Someone to manage all the grunts and make sure we aren’t saddled with the shit end of the stick.
Background Package: Crime Lord
Originally I was hesitant to go with this because I wasn't sure how to make this guy a non-evil Captain, but I think I'll write this guy as someone who wanted a clean slate. Plus his stats seem to fit the Captain's role better.
Sophont Type: Human (Homo sapiens)
Most common type makes it the easiest to manage and make compatible.
Initial Skills: 4 Economics, 2 Contracts, 2 History (Military), 7 Dodge, 2 Deceive, 2 Negotiate
I think I’ll be the manager for the team to start with, so everyone else can get more goodies.
Allocated Skills: 9 Economics (Local, Planetary, Sector), 9 Contracts, 9 History (Military, Political), 7 Dodge, 2 Deceive, 9 Negotiate (Black Market, Haggling, Persuasion)
I think I just merged the Captain and the Legal Counsel for this.

What’s the difference between Haggling and Persuasion?
>>
>>1432062
>Background Package: Crime Lord
>Originally I was hesitant to go with this because I wasn't sure how to make this guy a non-evil Captain, but I think I'll write this guy as someone who wanted a clean slate.
Don't worry about that, being a mercenary, most people assume you are a criminal of one sort or another, just no-one has been able to successfully convict you.
I also suggest leaving the jurisdiction of any polity you offend BEFORE you get arrested and then wait out the statute of limitations.


>What’s the difference between Haggling and Persuasion?
Haggling is negotiating prices on the open market, Persuasion is convincing someone to do something for you (Inimidate[Coercion] is FORCING someone to do something for you)
>>
>>1432083
>I also suggest leaving the jurisdiction of any polity you offend BEFORE you get arrested and then wait out the statute of limitations.
Sounds like a plan.

>>1432083
Ah, I see. Well, I want to go for someone who can get our team the best deals and recruit the best people.

So is Black Market negotiating prices on the black market, or everything related to criminal goods?

Are the History points I invested in, Military and Politics suitable for knowing what types of contracts to invest in?
What can I do with having all the Economic specialties, find the best deals in the entire area?
>>
File: Dr Dinosaur.jpg (40 KB, 500x394)
40 KB
40 KB JPG
So, I went looking through the Sophont list and I saw dinosaur-people. Now that’s happening.

Name: Sefran D’frass
Command Package: Engineer
Background Package: Street Criminal
Sophont Type: Tausennigan Kss’thrata
Initial Skills: +2 Chemistry, +2 Engineering, +2 Mechanic, +2 Carbines, +2 Deceive, +7 Dodge, +2 Explosives, +1 Athletics, +1 Intimidate, +2 Melee
Special Rules: Claw Attack (dmg Athletics +2), Headbutt (dmg Athletics +2)
Allocated Skills: +6 (+8) Chemistry, +6 (+8) Engineering, 6 (+8) Engineering, +6 (+8) Mechanic, +6 (+8) Explosives, +2 (+3) Athletics, +4 (+6) Melee, +4 (+6) Carbine

Sefran is basically a college dropout who learned just enough to market his skills to criminals. Making drugs, bombs, chop shopping stolen vehicles, or modifying getaway vehicles, he’s learned to do a bit of it all (though bouncing around has kept him from specializing in anything). To Sefran, Merc life is just a way to legitimize his skills and launder his dirty money, a short and violent path towards an early retirement.
>>
>>1432091
Just to bring this up. Anyone can roll ANY Skill, Specialties don't give you any extra access to the skill, just better chances of succeeding.
Having a Specialty you will be able to re-roll any one of the dice when you make a roll (all skills are 3d6+skill) where a specialty applies. You may only have a number of specialties any a skill equal to the number of ranks you have in that skill.

>So is Black Market negotiating prices on the black market, or everything related to criminal goods?
Black Market specialty gives you a re-roll with any roll dealing with Negotiate (Black Market), whether that's finding(goods, people, places), buying, OR selling.

>What can I do with having all the Economic specialties, find the best deals in the entire area?
The Economics skill tells you where to shop, when to buy, and when to sell, but it isn’t used to broker transactions or settle on a price.
It's a skill that, generally, lets you gather information, so yes, you can find the best deals...GETTING the best deals is a matter of Negotiate (Haggling). Economics will let you find the place where Negotiate will be most successful.

>Are the History points I invested in, Military and Politics suitable for knowing what types of contracts to invest in?
A successful History skill check provides you with information relevant to your current situation, or with an answer to an important question you’re asking. The answer might not be true, however. The victors write the history books, after all, and certain victors have buried certain inconvenient truths.
History generally functions how we currently use it, to inform, nothing more, nothing less.
As a Mercenary Company, you won't really INVEST in contracts so much as settle on terms of the contract for a given job.
Having both Military AND Politics will get you these re-rolls when dealing with damn near any situation. And the high score in the skill means you'll be more likely to recall precident or actions that provide the result you seek.

With that said, Contracts will be catch as catch can. Sometimes I may have more than one available(if the game is successful) but for right now I have the contract and job already mapped out (it's pretty short, I'll admit. I didn't want to invest too much effort should the game fall through). The only thing that still needs to be decided is how much you get paid for the contract, which is decided by the Contract skill check.

Looking over Giles Frost, he does appear to be very much like a battle attorney. He is, however, missing the allocation of his Combat Skill +2 from Captain. Still Carbines?
>>
>>1432139
Uh....You still have 6 points in skills, you put down Engineering twice.
Other wise a Kss'thrata Street Criminal doing violent things makes sense. The Kss'thrata are reluctant warriors, but a criminal falling into a life of violence isn't uncommon.
>>
>>1432139
Sweet, dino-bro.
I'd post a character image but I don't know what a formerly criminal, mercenary lawyer-captain would look like.

>>1432140
>He is, however, missing the allocation of his Combat Skill +2 from Captain. Still Carbines?
It occurred to me that I would have the largest target painted on my back given my positions, so can I stuff it in Dodge instead?
>>
>>1432171
Dodge IS a Combat Skill, so sure.
>>
>>1432169
... So I do! Sorry, that format was making me cross-eyed, going to try something a little different.

Name: Sefran D’Frass
Command Package: Engineer
Background Package: Criminal
Sophont Type: Tausennigan Kss’thrata
Initial Skills: +2 Chemistry, +2 Engineering, +2 Mechanic, +2 Carbines, +2 Deceive, +7 Dodge, +2 Explosives, +1 Athletics, +1 Intimidate, +2 Melee
Special Rules: Claw Attack (Dmg Athletics +2), Headbutt (Dmg Athletics +2)
Health: 6
Defense: 12
RiPP: 3
--Combat Skills--
+6 Carbines (4)
+6 Melee (4)
+8 Explosive (6)
--Mental Skills--
+8 Chemistry (6)
+4 Computers (4)
+8 Engineering (6)
+8 Mechanic (6)
--Physical Skills--
+3 Athletics (2)
+2 Larceny (2)
--Social Skills--
+2 Deceive (0)
>>
>>1432190
>Saul Goodman is my character.
Yeah, sounds about right.

Thanks for picking a character image for me, that type of reference didn't even occur to me when you posted it.

>>1432194
>... So I do! Sorry, that format was making me cross-eyed, going to try something a little different.
Hm. This format looks better than what I have, I think I'll go for this after I've confirmed my character. Thanks for the formatting.

>>1432194
>Why I don't make the Contracts.png
Kek.

"Because people normally don't want to deal with a dinosaur, Sefran."
>>
File: Maxim 1.jpg (91 KB, 500x389)
91 KB
91 KB JPG
>>1432208
Here's what I have so far:
https://pastebin.com/L1M5pJTi
>>
>>1432216
I'm looking at our character sheets right now and thinking to myself, "We need Ablative Meat."
>>
>>1432232
Isn't that what the grunts are for?
>>
>>1432233
Yep, which is why it's a good thing we haven't spent any of our budget yet.
>>
File: Ablative Meat.pdf (224 KB, PDF)
224 KB
224 KB PDF
>>1432232
>>1432233
That doesn't seem very sportsman like...

also, I'm gonna hit the rack, I'll be back in about 6 hours.
>>
>>1432238
I invoke Maxim 31: Only cheaters prosper.
>>
File: jevee ceeta.jpg (86 KB, 780x226)
86 KB
86 KB JPG
Okay, and back.

Waiting to see if we have any other recuits. I have smoe family stuff in 2 hours, and will be away for 3-4 at that point, and will start the game after that. so 6 hours left, if people want to hop in.
>>
>>1432456
When we start the game, is there any format we should be using for our skirmishers' names, like a meta tag for the players?
>>
>>1432647
Each person running a character should use that character's name when posting, trip code or not.

On my way back home, stuff has been taking too long all day, need probably another hour or two.
>>
File: Favorite Scenario.jpg (108 KB, 780x225)
108 KB
108 KB JPG
So, finally back home.

If we could get a quick roll call and see how many lurkers and if the players are here, that would be great.

Giles Frost?
Sefran D’Frass?
Bueller?
Bueller?
>>
>>1433920
I'm about, might be a little slow out the gate though.
>>
File: Paranoia pays.jpg (122 KB, 780x225)
122 KB
122 KB JPG
>>1433931
That's fine. Waiting on the Captain anyway.


How did we want to go about making the Company? Basic, Point Buy, or Random?
>>
The /tg/-denizen in me says "Random".

If Captain Frost would rather go "Basic" to get us moving forward though, I'm happy with that as well.
>>
>>1434049
Well, the difference is with Basic you don't choose anything except Ship and Equipment, PB let's you customize the Company a bit before getting down to gear, and random is generally better with more players, as each character adds a random amount of Resources.
>>
>>1433920
Back, I took a break for longer than I expected.

>>1434113
Do we get to customize the Company with the points we didn't use earlier, or is that one final?

I'd say we go for whatever's the equivalent to the tutorial option for now, which I'm guessing is the Basic one.
>>
>>1433920
>>1433407
So is this an appropriate type of name for us to use, or should we add some more tags to it?
>>
I'd say just go with Basic then. It might be the more "boring" option, but coming to an agreement on Point Buy would take a while I imagine.
>>
>>1434219
With Random it's just 1d6+3 Resources for each Character (so 2d6+6 right now) that then get's spent on AI, a Ship, and whatever is left is used to buy equipment.

>>1434225
Yup, that works.

>>1434279
If Basic is okay with Cpt. Frost, we can start on ship selection and purchasing Equipment.
>>
>>1434323
>>1433969
>Basic, Point Buy, or Random?
Oh, okay. So Basic and Point Buy gets a similar amount of resources, with one more simplified than the other? I'm guessing Random has the potential for the most resources at the expense of the greatest risk?

>>1434323
>>1434279
Basic it is. Let's try getting at least one session under our belts before and hopefully get some more teammates before we go for Point Buy or Random. Maybe we can do it on the intermission later?
>>
File: Maxim 35.jpg (169 KB, 800x533)
169 KB
169 KB JPG
>>1434353
Company is set:
AI Rating: 3, Reputation: 4 (0), Resources 9.

You have tow ways on how to pick a ship.
Narrative, describe what you want, and I'll tell you what ship you end up with.
Freeform: You get 15 Resources to spend on a ship and gain the difference if you spend less.

After the ship we'll sell off some Resources for Supplies and buy equipment.


kinda surprised no-one picked Uplifted Polar Bear as their character...
>>
>>1434412
>Narrative, describe what you want, and I'll tell you what ship you end up with.
I'm fine with either, but I think Narrative would be easier for us to find a fit for at first.

>>1434412
>kinda surprised no-one picked Uplifted Polar Bear as their character...
I figured going for the most common type would make it easier for future deals, Lt. D'Frass went for the cool dino option.
>>
>>1434467
Narrative it is.

Tell me what you look for in a ship.
Mind you, you are a small, unproven company so most warships will be WELL out of your price range, but a smaller ship means smaller jobs, means greater likelihood of not being turned into dissassociated matter.
>>
>>1434497
To start off with, I think we should go for the reliable, easy to maintain ship that's capable of providing close air support.

Even though I technically hold the title of Captain, I'd rather make sure everyone can pitch in if they want to, so I'm fine with changing my request if that's the case.
>>
>>1434412
Polar Bear was my second choice. I figure after I get hilariously murdered in the line of duty perhaps I'll take one of those next.

>>1434523
Yeah, something that's small enough to function in atmosphere would be ideal if possible. Something robust and with easy access to replacement parts would also be a benefit, I'd agree.

Ideally, it'd have access to some fabbers so I can make whatever we might need in the field.

I don't think Schlock's universe has any stealth tech, so, speed to facilitate a smash-and-grab approach for exfiltration would also be nice.
>>
>>1434544
>I figure after I get hilariously murdered in the line of duty perhaps I'll take one of those next.
Perhaps by a Polar Bear?

>>1434497
>>1434523
>>1434544
Yeah, sounds about right. We aren't big enough to need a large ship, but we do need some force multipliers and access to custom resources in long journeys.

>>1434544
>I don't think Schlock's universe has any stealth tech, so, speed to facilitate a smash-and-grab approach for exfiltration would also be nice.
I think there is, just that everyone prefers to blow things up rather than use the stealthy tech.
However, speed is more practical for us since we both aren't specced for stealth, and it has mundane utilities too.
>>
>>1434523
Depending on how pricey you want your CAS, you could get a bunch of 2 man "Fighters" and crash them into the ground, leaving craters the size of city blocks...a couple of times each.

So, I should rephrase that a bit. Are you looking for a Transport, Gunship, or Shipkiller?(Silly Question, It's going to be Transport or Gunship, but some of the Shipkillers just ooze "Make My Day")

This is a setting that has pretty good Laser Tech and REALLY REALLY good Gravity Manipulation Tech.
http://ovalkwiki.com/Annie+Plant
>>
>>1434586
>Transport, Gunship,
Would Transport come with on-board fabbers unlike the Gunship? I'm guessing the on-board storage would make it easier to make use of the fabbers too.
Hm. I'm tempted to go for Gunship, but going for Transport means we can do mercantile runs on our way to contracts to supplement our income.
>>
File: Dustoff.jpg (173 KB, 1250x809)
173 KB
173 KB JPG
>>1434586
I'd probably go for "A Transport with some guns" over "A Gunship with some crazy space mercs clinging on the side"

Not that the latter couldn't be fun, but we'd spend a bundle on the armor to make that kind of op routine.
>>
>>1434586
>>1434596
>>1434621
>I'd probably go for "A Transport with some guns" over "A Gunship with some crazy space mercs clinging on the side"
Oh. If we can go for a hybrid option, that'd be great. I think we'd only need one gun on the Transport to fulfill its current need for CAS. We can then use the rest for its space and other features.

>>1434621
>Not that the latter couldn't be fun, but we'd spend a bundle on the armor to make that kind of op routine.
Also health insurance.
>>
>>1434596
>>1434621
Re: Fabbers
>Fabbers are not magical dispensers of infinite goods. They cost money to acquire, and then they cost Resources to feed the fabber enough materials to make the thing you want. There is also a chance that the thing you fabbed is of lower quality than your purchased gear.
>A Civilian fabber can make items at a Resource cost equal to half of that gear’s purchasing cost (minimum 1 Resource/Supplies).
>However, there are limits on what a Civilian fabber can make. It can’t make armor. It can only make weapons that are legal or restricted. It can only make general materiel that costs S5 or less. It can’t make vehicles or ship systems. There is a 50/50 chance that the item you make will be failure prone. You can reduce this percentage by doing a successful skill check related to running the fabber.
>Ask your GC if fabbing is right for you.
>...to make military or illegal weapons, vehicles, ship systems, or general materiel costing more than S6, you must pay an additional 1 Resource, to purchase the necessary specs for making that type of gear. IE: 1 Resource to make any military weapon or 1 Resource to make vehicles. Once you own the specs, your company can keep them on file to use again later. It is possible that you will acquire fabber specs in ways other than purchase, but this depends on what sort of adventures your Company undertakes. A Milspec fabber is big — the size of a skyscraper office building.
>Game Chiefs should note that to create items with a fabber takes time. Hours for small items, up to days, weeks, or even months for very large items.

Also, Fabbers are EXPENSIVE, the 3rd most expensive thing you can buy for your ship (if you get milspec it's tied for most expensive, including annie plant)

On the topic of ships, it looks like it's tied between a Courier and a Frigate. Unless you want a straight up drop ship, but I think the Frigate would probably be the better fit.
>>
File: Gorumite Boarding Party.jpg (2.94 MB, 2254x1500)
2.94 MB
2.94 MB JPG
>>1434642
Hey, if they can find Marines willing to stand on the pylons of an Apache during search ops, I'm sure in the vastness of space we can find some nutters willing to do the equivalent in power armor.

Though I'll admit that I'm wondering what "scale" the organization we're working with is. I mean, a Dropship that can service a Company is a very different monster from the kind of thing you'd use for a few Squads.

Though I think it's clear we're looking more at ground ops than escort missions, so, the Transport is probably the best option. If it's big enough, there can be a squad of tankbots or the like to handle CAS.
>>
>>1434687
"Company" will be a misnomer, mainly because you will be an actual Company, like an LLC, not the military unit.
Right now, before spending ANY Resources, your unit strength is actually that of a Platoon (around 50 grunts), but will likely drop down to a couple of over sized Squads (upto 25 grunts).
>>
>>1434684
>Courier and a Frigate.
What's the difference between Transport, Gunship, Courier, and a Frigate? Are the Courier and Frigate hybrid options?

>>1434684
>>Ask your GC if fabbing is right for you.
I have the sudden urge to ignore that recommendation now.

>>1434687
>If it's big enough, there can be a squad of tankbots or the like to handle CAS.
So instead of using bombardment for CAS, we either airdrop some backup units or have them fire out of the ship's bay doors?
>>
>>1434747
Fair enough.

Without knowing the specifics, I'm going to go with "Courier" because it oughta be the faster option. First one to the battlefield gets choice of cover, 'n' all that.
>>
>>1433920
>>1420443
About the lack of players you have, do you want me to give some suggestions for your next thread now or save that for the end of the session?
>>
>>1434752
http://www.schlockmercenary.com/2003-10-19
Tanks do their own flying in Schlock

>Oh god, I've been reading this strip *that* long?
>>
File: Extraction.jpg (170 KB, 780x407)
170 KB
170 KB JPG
>>1434752
>What's the difference between Transport, Gunship, Courier, and a Frigate? Are the Courier and Frigate hybrid options?
Sorry, those are the two SHIPS, they are both hybrid options. The Courier is recognizable as a civvie ship and the Frigate isn't. The Courier is more likely to get you mistaken as smugglers rather than pirates if you start shooting at someone, however.


>>1434766
>Without knowing the specifics, I'm going to go with "Courier" because it oughta be the faster option. First one to the battlefield gets choice of cover, 'n' all that.
Hilariously enough, both the ships are known for NOT being very fast, but rather decent all-rounders.

The Courier DOES have anti-personel weapons as one of it's possible upgrades, while the Frigate is stuck using ANTI-SHIP weapons...

>>1434810
Feel free to tell me now, we're wrapping this one up.
>>
>>1434816
Oh, so they do. I was thinking of the heavy armored suits the mercs were wearing when they airdropped themselves and miserably tried landing.

>>1434821
>The Courier DOES have anti-personel weapons as one of it's possible upgrades, while the Frigate is stuck using ANTI-SHIP weapons...
So is the Courier meant for more transport and the Frigate for more firepower, then?

>>1434821
>The Courier is more likely to get you mistaken as smugglers rather than pirates if you start shooting at someone, however.
That sounds somewhat better than being mistaken for pirates I'd suppose.
>>
>>1434821
>Feel free to tell me now, we're wrapping this one up.

Aw, I was hoping we'd at least get Fireteams handled so I'd have something to doodle.
>>
>>1434845
We're still doing Fireteams, I'm just letting everyone know that the page number is still dropping because we're in autosage (72hours) and I'll start a new thread when we start the job.

>>1434836
The Courier is more a Transport and the Frigate more Gunship(Shipkiller, even with some of the optional upgrades), yes.
>>
>>1434821
>Feel free to tell me now, we're wrapping this one up.
>>1420443
Make the OP image one that pops out more and shows the details you'd want them to see when zoomed out. So a close-up of a fireteam battle would look better.
Your OP image does look good when you zoom in on it, but lurkers generally don’t pay attention to that if there isn’t something that immediately pops out.

Make the OP description one with a more evocative presence of some more exciting things the Planet Mercenary verse and by extension the players are capable of, such as the power of Annie Plants.
Don't include stuff like contact information, links, and archives on the OP description, save that for one of the posts immediately following that. While it is more convenient, the OP description should be saved for the type of brief, attention-grabbing moments a lurker will notice.
Formatting is important, but it looks like you covered that already. Avoid wall-of-texts for the OP description.

>>1420443
>I don't know if this will be ongoing or just a one shot at this point, depends on interest.
Hesitancy of the QM's willingness is frowned upon and is generally taken as a sign of flakiness. If you're unsure if it's a one-shot or not, write it along the lines of a demo to gather player interest.

Shill the thread on /qtg/ when it's running. Try to also broadcast on a news outlet like Twitter and Discord. Maintain a consistent QM schedule if possible.

If you have any questions or requests for feedback, feel free to ask your skirmishers for it. You can also ask on /qtg/ for it, but your skirmishers would be able to help you more and would generally prefer if you came to them first.
If you want to increase your chances of responses for either of those matters, pose a question or bring up a specific topic for them to look at.
>>
>>1434845
Yeah, I was initially a bit disappointed too. However, >>1434859 will open up with the next thread with job, which is actually one of the things a QM should do to gather interest.

>>1434859
>The Courier is more a Transport and the Frigate more Gunship(Shipkiller, even with some of the optional upgrades), yes.
Great, let's go for the Courier to help earn that extra dosh to start with.

It occurred to me that I keep forgetting to put my name on.
>>
>>1434922
>>1420443
For some more variable parts of the OP description, include a brief summary of the premise of the quest and what we're currently at so lurkers can orientate themselves and hop on.
So stuff like how we're mercenaries based around an OC rendition of the Schlock Mercenary universe who either get rich or die trying. Then a brief line of how we're currently starting a battle for one of our contracts.

A short summary of previous events can go in one of the first posts after the OP description. That's not immediate information a lurker needs to know, but it is useful for making sure the lurkers don't feel the need to read the archives to follow what's going on. Plus it helps for referring to any previous events characters might reference.

Keep up the images you've been posting, they help make the thread seem more lively and appealing.
>>
>>1434933
Fox & Young "Ghostfox" Courier
The Ghostfox makes a good compromise between a courier and a proper gunship. Fox & Young designed the hull treatments and profile to provide excellent stealth against passive sensors, and a confusing scatter against many active sensors. This technology won’t work with larger vessels, and it’s not perfect, but it gives the Ghostfox a tactical edge when something needs to be couriered through a blockade. The Ghostfox comes standard with anti-personnel weapons mounted inside the rear-facing hatch, and a pair of missile launchers flush-mounted under the hull.

pastebin has been updated

Next on to outfitting our Glorious Battle Lawyer Captain and his stout-hearted Engineer, who keeps his newfangled ship running.

1 Resource can be converted into 5 Supplies, but not the other way around. Please keep this in mind.

HAVE AT IT. (Do note, your Courier has a Mil-spec Ships Locker, so you needn't purchase items that may normally be found in a Mil-spec ships locker)

>>1435008
Good to know. I've only run quests on /tg/ and that was way back, 4 or more years ago.
>>
>>1435054
Sweet, smuggler mercs. Now we don't have to rely on engaging in battles to earn our keep.

>>1435054
>1 Resource can be converted into 5 Supplies, but not the other way around. Please keep this in mind.
So how do we split up the resources we have between each other? Agree on a pool?
>>1434412
For resources.
>>
>>1435083
It's a Pool, the shared resources of the Company.
>>
>>1435103
Got it. The cost is in Resources or Supplies?
>>
>>1435083
Well, the pertinent questions that come to my mind are "Is there other stuff we want to spend Resources on?" and "Does buying the equipment by enough to equip the company with it or just one?"

That's particularly important if we decide to drop 2 or 3 Resources into buying combat vehicles.
>>
>>1435112
Costs are in Supplies. Resources are VERY, VERY LARGE sums. Supplies are merely outrageous sums of resources.

>>1435118
These items will be individual purchases of items, with the exception of explosives and specialized ammo, which gives the number of uses per purchase.

Resources are generally only used to buy very big ticket items (starships) or highly restricted items (AI Rating Upgrade). The book suggests converting 7 Resources to 35 Supplies and getting what you feel you need. Generally a suit of armor and a weapon or two and any special equipment that may come in handy.
>>
Also, please note: Vehicles don't come with weapons equipped, they must be purchased separately.

and just some in-game knowledge to kill time:

Gunfoam ammunition has the same basic design principles that have been in place since bullets and black powder. It is a cartridge in which the projectile sits atop the propellant. The most popular and convenient firearm propellant is gunfoam, a muzzle-grade explosive that holds its shape and viability whether wet or dry. Gunfoam leaves no casings since the entire cartridge contributes to the forward momentum of the projectile. Generally speaking, if you’re looking to reload a gun that goes BLAM, you want a firearm that accepts gunfoam rounds.

P.E.A. (Pulsilinear Electromagnetic Array) ammunition has no attached propellant. These projectiles require the weapon to provide the accelerating force. The PEA abbreviation lends itself nicely to the term “pea-shooter.” Using this nomenclature, the projectiles themselves are called peas, and the fact that they are generally dart-shaped has made serving actual green peas (or green-pea analogs) a confusing project for mess chiefs and quartermasters alike.
We’ve said that peas are inert, but some may contain toxins, microexplosives, or even nannyplaque, so it’s best to treat any peas you see lying around as dangerous. Unless they’re soft and green, in which case they’re nutritious and you should stop eating off of the floor but you’ll probably be okay.
>>
>>1435054
>>1435155
Let's see:
Looking at the damage these weapons can deal, we're going to need heavy armor or a vehicle at the least.
Comm units are essential for not just shouting across the map.
Some form of corpse preservation will be needed if we don't want to roll new characters by the end of the session.
We don't have that many supplies, so we should go for bulk purchases.

Is it possible for us to pick our contract first before choosing what equipment we have?
Can we also try negotiating for these prices or find other suppliers, is this as cheap as it gets?

>>1435188
Lore bump posts are neat when it's relevant, thanks.
>>
My gut says to take the Cobbold Design & Protection CXO Model Medium Armor (5 Supplies)
Aarikaida N-80 Verfkwas Beam Carbine (10 Supplies) (Less damage, but a simplified supply line)
A Medical Bot (2 Supplies) (Because, let’s face it, *someone* is going to get shot)
And a set of Boomex (3 Supplies) (You don’t always have time to make it yourself)

Assuming that’s not being too greedy of me. It is 4 Resources after all.
>>
>>1435201
The locker has us covered on basic comms and medicine.
>>
>>1435228
>>1435054
>HAVE AT IT. (Do note, your Courier has a Mil-spec Ships Locker, so you needn't purchase items that may normally be found in a Mil-spec ships locker)
Oh, right. How much of these General Materiel items does a Mil-spec Ships Locker come with? Enough for a whole company? Do we have to keep buying more, or is it enough for everyone to start with? Is it assumed to be indefinitely supplied if we get the locker?
>>
>>1435201
Any weapon with AVPL (Anti-Vehicular PayLoad) can destroy a vehicle (it inflicts the equivalent of 1 damage at Starship scale weapon damage.)

>>1435245
The Ship locker contains enough of any given item that a passegner on the ship doesn't have to worry about a locker being short stocked, effectively it has "enough" of what it has, effectively indefinate unless it's necessary to the narrative for something to prevent re-supply.

>>1435219
Good selection.

Forgot to mention:
Each character starts out with a "Molly Polly" Knife AND:
Blattco Ni-972 Glass Dagger OR BFF Neuromazer OR Blattco Ball-Peen 7mm OR Phubar Tensquare 10mm OR Wimanu-Arrow Model A Shafter 14mm Flechette Pistol.
>>
>>1435219
>A Medical Bot (2 Supplies) (Because, let’s face it, *someone* is going to get shot)
This is fine, neither of us has any medical skill.
>And a set of Boomex (3 Supplies) (You don’t always have time to make it yourself)
We're going to need this in the event of surprise heavy enemies or obstacles.

The others I’ll need to check how much it’ll match up to mechanics.

>>1435316
>Any weapon with AVPL (Anti-Vehicular PayLoad) can destroy a vehicle (it inflicts the equivalent of 1 damage at Starship scale weapon damage.)
I'm guessing we need to use our vehicle skill to evade damage?
Can we choose to hire less but more elite grunts, to fit them into the tiny passenger capacity of our vehicles?

>>1435316
>effectively indefinate unless it's necessary to the narrative for something to prevent re-supply.
Great, that'll simplify matters. The same goes for standard ammo?

For the Lockers with Maybe for their items, how do we identify whether we have those or not?

>>1435245
>>1435219
>My gut says to take the Cobbold Design & Protection CXO Model Medium Armor (5 Supplies)
Are there any penalties to taking heavier armor over lighter ones, besides how obvious they look?
>>
File: weapon qualities.pdf (197 KB, PDF)
197 KB
197 KB PDF
Forgot that weapon quality aren't posted as part of the list, but right before the expanded descriptions.
>>
File: Fireteams.pdf (399 KB, PDF)
399 KB
399 KB PDF
>>1435367
In reverse order:
>Are there any penalties to taking heavier armor over lighter ones, besides how obvious they look?
Only narrative penalties...like how a police SWAT team is following you everywhere you go if you ever set foot off ship and it's not a "hot drop"

>For the Lockers with Maybe for their items, how do we identify whether we have those or not?
1d6 when you need the item, 4+ you manage to find whatever it is, otherwise SOL.

>I'm guessing we need to use our vehicle skill to evade damage?
If you're in a vehicle someone is shooting at, then yes, though if they're shooting at you with a light weapon, you generally don't need to worry.

>Can we choose to hire less but more elite grunts, to fit them into the tiny passenger capacity of our vehicles?
Grunts don't have a rating scale like that. Each Grunt only provides a small bonus to the Fireteam they are attached to, and until they have been blooded, don't even do that much. Effectively, you have "Elite" Grunts in your starting Fireteam.
I'll post the Fireteam pdf, so you can see what I'm trying to describe.
>>
>>1435386
>Only narrative penalties
That's fair. Can lighter armors be stacked with heavier armors, or can only one besides the Malott M&M V-44 Whisperskin be worn? How much damage is dealt if the heavier armors or vehicles are blown up, or is it simply rendered useless?
What's the heaviest armor class that can be worn in public, light?
>>
>>1435409
Armors can be stacked, but you use the WORSE of the Defense Bonuses and add the Damage Resistances together.
Vehicles and Heavy Armor (ones with Hull Points) are destroyed, but passengers/wearers survive the hit and must take an action to evacuate the wreckage (each character gets 2 action every round of combat)

Also time for another little bit of fluff.
Cobbold Design & Protection
Under the leadership of Chri5 Cobbold, fourth-generation clone of CDP’s founder and CEO, Cobbold Design and Protection set out in a new direction, and quickly distinguished themselves as armorers to the well-appointed. Today, CDP provides the most fashionable body armor available, all of which is tailored under strict quality control standards on Lolsquirl station in the Belt. If you want to dress to the nines, dress to kill, and dress to enjoy drinks bought by your admirers at the after-party, you’ll be dressing in a suit from CDP.
Dress suits from CDP are not the best protection available but they are the only protection that gets seated in nice restaurants. When circumstances prevent you from stomping around in a powered suit with hard-point weapons or when you want to fit in with the fancy folk, CDP armor will not just fit the bill — it will fit you comfortably.
>>
>>1435316
>Each character starts out with a "Molly Polly" Knife AND:
>Blattco Ni-972 Glass Dagger OR BFF Neuromazer OR Blattco Ball-Peen 7mm OR Phubar Tensquare 10mm OR Wimanu-Arrow Model A Shafter 14mm Flechette Pistol.
Blattco Ni-972 Glass Dagger
Most powerful option, got some good upgrades, and I doubt we'll be taking many prisoners for our first engagement.

How much does it cost to remove a quality during the starting equipment purchase?

>>1435155
>The book suggests converting 7 Resources to 35 Supplies and getting what you feel you need.
Got it.
>>1435219
>>1435367
So far we're down 5 supplies.
>>1435219
>My gut says to take the Cobbold Design & Protection CXO Model Medium Armor (5 Supplies)
This is good, 2x of that puts us at 15 supplies.

What type of equipment will our enemies generally be carrying?
>>
>>1435516
>How much does it cost to remove a quality...
I would have you still do the check and pay the Supply cost. It's a difficult check and there's a pretty hefty penalty if you fail it bad enough.

>What type of equipment will our enemies generally be carrying?
Generic weapons and armor, generally PEAshooters or lasers and light or medium armor.
If you manage to piss off the local constabulary you would face non-lethal weapons and medium armor...if you HURT the local constabulary you would face heavy weapons and armor AND have trouble leaving the system in once piece.

Are you gonna take any additional weapons or equipment, or just stick with the low-profile medium armor (CD&P)?
>>
Sorry about the gap, had to step out for a bit.

>>1435316
I think I'll take the Wimanu-Arrow Model A Shafter 14mm Flechette Pistol. It does basically everything I need a backup weapon that I can't shoot accurately at all to do :P It has the extra benefit of being legal to carry, making it convenient for dinner parties, contract signings, and all that other fun civilian grade stuff.

>>1435516
>What type of equipment will our enemies generally being carrying?

Maxim 53: The intel you've got is never the intel you want.

Also, I only spent 4 Supplies. We're at 5 with your armor. Given your lack of shooty-bang-bang skills, you probably don't need to spend on a gun besides your sidearm, so that gives you some extra leverage too.
>>
>>1435564
>I would have you still do the check and pay the Supply cost. It's a difficult check and there's a pretty hefty penalty if you fail it bad enough.
Drats. I'd like to see if Lt. D'Frass wants any other option now that we have more info >>1435219.
We could have a tank, but then that'd mean we can barely afford a weapon for Lt. D'Frass's specialties. I myself will just stick with my starter pistol because I don't have any weapon specialties.
>>
>>1435578
Save any Tank shenanigans for later. Neither of us has any piloting skills at the moment. If you want a vehicle, keep it down to something like the Armored Car, we can use it as a light recon vehicle.

If you want to give me more Engineering toys, you could add a Node Cracker so that I can go from reliable jamming comms to reliably hacking them ... maybe a Maintainence Bot to help keep the ship together (I'm sure there's an Aid Action in the mechanics somewhere, I'll take any bonus I can get if we have an Annie Plant Fracture or something else major).

Otherwise, maybe consider heavier armor (even if it's an alternative suit) because, you know, Commanding Officers tend to draw fire.
>>
>>1435609
Or, heck, a Fabberchow or Vending Station. Keep the Ablative Meat fed and happy.
>>
>>1435577
>>1435578
Okay then.
With equipment out of the way, it's time to build your Fireteams.
You each get one Fireteams of 3 Grunts.
Specialties and stats are here >>1435386
I would suggest one doubling up on one Grunt specialty in case you need to Ablate.
>>
>>1435577
>>1435609
Current list of purchases:
Bot, medical
Boomex
2x Cobbold Design & Protection
Some sort of carbine for Lt. D'Frass

If you're wondering where all the Supplies went.
I could opt to not buy some armor and just sit at the vehicle or ship all day, but I'd think you'd want me to be relatively close to you for the first contract. Unless I hire a bunch of Fireteam grunts in my place, which frankly would probably be able to contribute more than I would in combat.
Did you have anything else you wanted to purchase?

>>1435577
>Maxim 53: The intel you've got is never the intel you want.
On the bright side, my mercantile skills should fill in any gaps if we need anything later.

>>1435625
We can fit at most 70 passengers in our ship, so I think we can just buy some meals and refrigerate it.
>>
>>1435632
Grunts don't actually cost anything to hire, it's assumed that any populous location has enough Sophonts that want to do unto others that unless you just ablated most of you Grunts you have unnamed grunts providing support back at the ship. Peeling space potatoes and whatnot.
>>
>>1435609
>Neither of us has any piloting skills at the moment.
We could either hire a grunt or bot with those skills, but not any specialties.
>Save any Tank shenanigans for later.
However, I think you have a point since won't have enough to get all of those items.
>If you want to give me more Engineering toys
Would you rather I give you the Aarikaida N-80 Verfkwas or a bunch of toys? I'm fine with giving you either it since >>1435564 we have to go through the expensive mod checks if you want to customize your gun.

>>1435645
Sweet.
>>
I'm gonna grab some rack time, I'm down to only 8 hours of sleep in the last 72. I'll be on in about 5 1/2 to 6 hours and I'll update the pastebin again.

In the mean time, look over your equipment and Fireteams, make sure your ready to go, because I think after roll call I'll start the new thread and we can roll for the contract and get on the way.
>>
>>1435673
Definitely prefer the carbine. Toys are good fun, but ultimately they're still just toys. For a merc,a gun is a tool of the trade. Going without the weapon I'm trained in is as bad as trying to Engineer without a toolbox.

>>1435629
Sharr Kessik - Tausennigan Specialist: +1 Mental, +1 Physical

Markov D. Beast - Ursumari Heavy Weapons Gunner: +1 Combat and +1d6 Damage

Russel Westridge - Human Infantry: +1 Combat and +1 Physical

Fireteam Total: +2 Combat, +2 Physical, +1 Mental, +1d6 Damage
>>
>>1435703
>Definitely prefer the carbine.
Got it.

Current list of purchases:
Bot, medical
Boomex
2x Cobbold Design & Protection
Aarikaida N-80 Verfkwas

>>1435386
So there are 2 PCs, 6 Fireteam grunts that puts us at 8, with 6 grunts to follow us if we don't want to Ablative Meat our own Fireteams at 14. If we bring the Bot, medical along that's 15.
That's enough to fit us all in a Jogamoto Skyfleet Delivery Van, and buy a Bot, multipurpose to pilot it, then some leftover points for some small item.

I'm guessing it'll be pretty difficult to evac without our ship if we don't bring a vehicle along.
>>
>>1435386
Kizzie Rhodes - Human Infantry: +1 Combat, +1 Physical
Marthe Victore - Neophant Infantry: +1 Combat, +1 Physical
Derrick May - Rilla Infantry: +1 Combat, +1 Physical
Fireteam Total: +3 Combat, +3 Physical

A bunch of durable units to cover my squishy ass with a massive target painted on it.

These are my grunts, there are many more like them but these ones are mine.

>>1435734
>>1435703
So would you rather prefer we get a vehicle with a pilot, or some more toys?
>>
>>1435683
>I'm gonna grab some rack time, I'm down to only 8 hours of sleep in the last 72.
Wow, I'm surprised you've been up that long.
I'll be off for several hours too if Lt. D'Frass isn't back within the next hour or so.
>>
>>1435906
Honestly, the vehicle plan sounds pretty good to me. I mean, ideally we wouldn't want to get shot, but a nice black van chock full of buttkickers is hard to argue with.
>>
>>1435961
Great, now we're almost done with our equipment.

Current list of purchases:
Bot, medical
Boomex
2x Cobbold Design & Protection
Aarikaida N-80 Verfkwas
Jogamoto Skyfleet Delivery Van
Bot, multipurpose - Ground Vehicles
Obviously the Driver Bot will have to park away during the mission so it isn't blown to pieces. Alternatively we could just get a grunt to do that, but I don't trust them with our getaway ride.

Anything else? We could try getting a Pilot Bot for gunship support or an aide Bot to help with your duties. Bot, maintenance?
>>
>>1436027
The ship actually has an AI that pilots the ship.
>>
>>1436172
Forgot to do roll call, and I've been sitting here wondering why no-one is posting...I needed rack time more than I knew.

Captain?
Lieutenant?
Anyone present?
>>
So it looks like you guys have Resources: 2 (Big investment stuff) and Supplies: 2 (individual purchases)
Pastebin is fully updated all we need is to start the Contract. Should we do the roll in this thread and start the next with what you guys agreed upon, or do both next thread?
>>
Well, also need to flesh out the company a bit, narratively.
What's its name?
Does it specialize?
Who does it seek when recruiting?
Why was it established?
>>
>>1436266
Just now crawling out of bed. Here now.
>>
>>1436280
just waiting on the captain then.
>>
File: F&Y.gif (3 KB, 151x146)
3 KB
3 KB GIF
In the mean time, let us see who you bought your ship from:

Fox & Young
Manufacturer: space vessels
Two hundred years after the Belter Boom drove Doblitz to dominance, the Europan Conflict thrust Fox & Young shipyards into the limelight. This was the first time in two generations that ship-to-ship battles were fought on a large scale in Sol System, and at the tip of the spear were ships from Fox & Young, who excelled at building vessels with one job only: kill other ships.
Fox & Young vessels can be found in more peaceful purposes today, as couriers, merchants, cargo haulers, comet-drinkers, yachts, and luxury liners, but the name they made for themselves during the Europan Conflict remains a word of power. The Fox & Young corporate family wields a small degree of political power, and recently won asteroid 3317 Paris at auction, following that asteroid’s seizure from Damico- P’sloqye. This has put F&Y at odds with the crime family, but while D-P has more financial clout, they don’t own even one super-stealthy murder ship.
>>
>>1436172
Oh, great. Does the same apply for ship gunners or do we need to hire some?
>>1436027
>>1436280
>>1436255
Any last minute stuff you want to get for Supplies?

>>1436266
Here. Apparently I managed to arrive an hour after Lt. D'Frass again.

>>1436297
>they don’t own even one super-stealthy murder ship.
What a bunch of scrubs, amiright?
>>
>>1436266
>Well, also need to flesh out the company a bit, narratively.
Well, since Lt. D'Frass is my first officer and only officer and we came from similar sides of the law, I think we could make something work between us.

>What's its name?
Frosted Flakes?
>Does it specialize?
Probably in the services we already specialize in.
>Who does it seek when recruiting?
Anyone who gets the job done. Preferably people who aren't going to get pissy if we do some stuff that's on moral grey areas or not exactly legal.
>Why was it established?
I'd like to see Lt. D'Frass word on this since his reasons for joining form a good chunk of the reason why the company exists.
Looking at our character sheets, I'd guess it's so we can get out of a permanent cycle of crime out on the streets, get a blank slate, and earn loads of dosh in the process.

>>1435683
>I'm gonna grab some rack time, I'm down to only 8 hours of sleep in the last 72. I'll be on in about 5 1/2 to 6 hours and I'll update the pastebin again.
>>1436235
By the way, if you were down that much sleep, you could've slept for however long you needed to. Like the while day or something, you could've been gone for the whole 11 hours if you wanted to.
>>
>>1436333
>Oh, great. Does the same apply for ship gunners or do we need to hire some?
Company AI controls everything on the ship.

So, the [Company] specializes in tasks of dubious legality.

>>1436348
Sleep is difficult for me. Not getting to sleep, staying asleep.

Would like to see a company name that wouldnn't get you slapped with an infringment suit, then we can get moving on the contract.

Did you want to roll Contract in this thread and start the next with the job description and payout or wait till next thread to roll?
>>
File: Spoiler Image (72 KB, 500x500)
72 KB
72 KB JPG
>>1436348
Modifications can be made if Lt. D'Frass has anything to say.

>>1436370
>So, the [Company] specializes in tasks of dubious legality.
More or less. Will that affect our bonuses in the future?
We'd like to not get chased by the fuzz, but it's one of the things we're best at.

>>1436370
>Would like to see a company name that wouldnn't get you slapped with an infringment suit, then we can get moving on the contract.
Sure thing, boss. Be warned, I'm not good with names.
Frosty Services? Frozen Securities? Barely Legal Industries? Frost and D'Frass LLC? Fire and Frost? Explosive Entry? Deals and Securities?

>>1436370
>Did you want to roll Contract in this thread and start the next with the job description and payout or wait till next thread to roll?
I think doing all the preparatory stuff in this thread would be best, so rolling in this thread.

Are other players allowed to jump in the contract once it begins, or do they join during intermissions?
>>
>>1436388
Other players would join in as officers some time during play.

Frozen Securities is good, I like it.

3d6+Contracts, and I'll give you a run down of the current Employer looking to hire you. (note, the roll determines how much the job will be paying you, not what jobs are available. right now there is only the one.)
>>
>>1436403
>3d6+Contracts
Are there ways to improve this roll besides more Contracts points? Will the first one have to be a straight up roll?

>>1436403
>Other players would join in as officers some time during play.
That's good.
Once we finish all of my stuff, I think we should wait for Lt. D'Frass before continuing onto the next thread.

Otherwise, when the next thread starts you should link this thread to the next thread and consider permanently archiving this somewhere.
>>
Sorry ‘bout that, wandered off to get some lunch.

Names are always a tricky business, though Maxim 16 helps a bit. I’d go with something like “Black ICE” first (Intervention, Consultation, and Espionage), Frost’s Fraggers, SDFM Solutions (Superior Dinosaurs and Feeble Mammals), or just Solutions for Sale.

As far as origins go, I’d considered the possibility of the company’s founding members having been on the wrong side of a revolution prompting them to get offworld before their resources were impounded by the proper government … throw a lot of black market and “independent contractors” into the mix as they get far, faaaaaar away from where people want to throw them in jail.

Crooks just looking to make good the only way they know how is good too. It’s Shadowrunny.

I’m comfortable with the way our resources are spent so far honestly. Might consider naming the AI … the grunts will probably name the ‘Bots if we don’t.
>>
>>1436407
>Are there ways to improve this roll besides more Contracts points? Will the first one have to be a straight up roll?
All skills are 3d6+skill, either vs a TN(10-25), contested vs a different character, or graded (with or without a TN).
Contracts is a graded skill check vs no TN, the better you roll the more you get paid. The Job has a base amount of Resource they're willing to pay you(generally between 2 and 5), and Contracts modifies that.

There is an additional random mechanic, Mayhem, that has other effects, but only occurs when the roll is successful AND the 3rd die is the highest (no ties).
>>
Rolled 2, 5, 6 + 9 = 22 (3d6 + 9)

>>1436438
>Black ICE
Oh hey, that's a clever name to go with besides Frozen Securities.
Other names I thought about:
Giles Brokerage, Sefran Spices, Gile and Guile.

Either of those origins work, which would you prefer?

>>1436441
Oh, well that explains the roll system too.
What's the maximum skill cap possible past character creation?

>>1436403
>3d6+Contracts
>>
>>1436027
>>1436438
By the way, since all modifications seem to require 4 supply for existing weapons, I could try giving you some early mods for your carbine.
Something like the Delivery quality to complement your chemistry and explosives, or an item like Smoke Bombs for escape.

Alternatively, if we're really in the mood, we could always purchase some Wächter Sunrise Talrico Skates for whatever. Or we could just save up for later, but we might need whatever we can get for the first contract.
>>
>>1436459
Of course you Mayhem on the first roll..
With a check result of 22 you manage to con some extra funding out of the primary. [5 Resources upon completion]
Mayhem: Your Fireteam gains an additional Grunt...with the Probie Quality.

Our intrepid Mercenary Company has successfully negotiated a contract with "Found Again", a Kreely centric chartiy orgainization dedicated to recoving the Kreely offspring that have been abducted to be used as expensive foodstuffs.
The Job is to recover the young with minimal harm and collateral damage, the trail of the abductors leads to the human colony of Mahuitalotu, a paradise world specializing in hospitality and tourism.
>What's the maximum skill cap possible past character creation?
The only cap is on new characters, other than that there isn't actually a skill cap, it's expected that characters will gradually retire or die off during play.
>>
>>1436459
The maximum skill cap at creation is +9. Of course, Specializations can make that even more reliable, but they cost extra at character gen.
>>
>>1436502
Always keep some cash on hand for emergency expenditures. If we manage to damage the ship or something we don't want to be scrambling for funds.
>>
>>1436459
>6
>>1436503
>Of course you Mayhem on the first roll..
Kek wills it!

>>1436503
>Mayhem: Your Fireteam gains an additional Grunt...with the Probie Quality.
So that means I have 4 grunts in my team. Does that mean I get a permanent extra slot? How long do I keep the Probie for?

>>1436438
>Might consider naming the AI … the grunts will probably name the ‘Bots if we don’t.
Maybe they'll try naming the AI a Foxy Lady.
I don't know of what names to give the Bots that aren't named after their job. Draw one out of a hat?

>>1436509
We have 2 spare Resources for that, but 2 spare Supplies might fulfill the same for smaller purchases.
>>
>>1436529
>How long do I keep the Probie for?
You'll have the Probie quality until you use him as a Meat Shield. At that point he'll either be dead, or no longer a Probie, so the problem solves itself.

>Potential name for the AI
Mn ... if we wanted an oblique Fox reference I'd go with "Moxy" (it was this wierd mocap animated CG fox host experiment thing from the early 00's). Or "Rommel" if we wanted a military fox gag.

>Extra supplies.
Ah, if you're just looking for a use for 2 Supplies, I'd go ahead and take some Smoke Bombs. Even if they're not on target, the visual cover could be handy.
>>
>>1436529
>Does that mean I get a permanent extra slot? How long do I keep the Probie for?
You will have a 4 Grunt Fireteam until one of them dies, then it goes back down to 3.

And some fluff for AI names:
Artificial intelligences typically choose their own names. Statistically speaking, these are usually a reflection of or response to the culture into which they were growprammed. On the individual level, the statistics are useless. An AI name that looks like a slight modification to a traditional frellenti name might, in point of fact, be a pun upon an epithet among the Fobott’r.
While they do not physically have a gender, a great many AIs will present themselves as if they do, selecting gendered names for the culture by which they’re surrounded. This lets them “fit in” with their meatware compatriots, particularly those whose languages do not have unambiguous gender-neutral pronouns.
Like the esspererin, the polyflorians, and the queltro, AIs will often name themselves using words not traditionally found as names. “George” is a perfectly serviceable name, but an AI might decide on “Georgi-Porji Pudding-pie” or “Flaming George” instead.
Making matters worse, many AIs will add numerical or mathematical signs to their written names, sometimes using them as substitutes for letters.

Basically, whatever you want for AI names.


4chan hates me for some reason. took 35 minutes before I could get this post up.
>>
>>1436594
>Ah, if you're just looking for a use for 2 Supplies, I'd go ahead and take some Smoke Bombs.
Smoke Bombs it is then.

>>1436027
Current list of purchases:
Bot, medical
Boomex
2x Cobbold Design & Protection
Aarikaida N-80 Verfkwas
Jogamoto Skyfleet Delivery Van
Bot, multipurpose - Whatever works best for getaway driving
Smoke Bombs
It's a bit of a shame we don't have an Underslung Launcher quality for the smoke bombs, but the cover will be great for our escape.

>>1436594
>Mn ... if we wanted an oblique Fox reference I'd go with "Moxy" (it was this wierd mocap animated CG fox host experiment thing from the early 00's).
I haven't heard of that reference before, but hopefully Moxy will have a lot of moxie.

>>1436503
>The Job is to recover the young with minimal harm and collateral damage, the trail of the abductors leads to the human colony of Mahuitalotu, a paradise world specializing in hospitality and tourism.
So avoid destroying property, keep the children as safe as possible, weapons free on the abductors? I'm not sure if we'd want to spare any of them besides intel.

>>1436370
>Sleep is difficult for me. Not getting to sleep, staying asleep.
I'd suggest some sleep medications and a really dark and quiet room, but I'm guessing you're too much of a busy guy to make that happen.
>>
>>1436626
Added the Smokebombs and your Probie.
https://pastebin.com/L1M5pJTi

>So avoid destroying property, keep the children as safe as possible, weapons free on the abductors?
Your employer would prefer that you stay out of the news. It's bad press when a charity hires armed thugs to smash people and take stuff.

At this point you need to decide how to proceed. You are currently in orbit around Europa.

/qst/ moves really slow. I would have thought we would be on pg 10 by now, we can get the Job started now or I can start a new thread with a splash and recap.
>>
>>1436403
>>1436459
>>1436438
So Black ICE sounds like the best name we have so far. Maybe replace the E for Espionage with something less blatant like Entrances or Entryways? I'd rather not make our company name sound shady right off the bat.

>>1436438
>As far as origins go
That's an interesting origin you suggested. We could go for either, or go for a combination of them.
Perhaps we started as small-time crooks, got recognized for our services and were offered to join a revolution? Which of course we lost, got in over our heads, and now we tried dialing it back a bit with a new mercenary company?
Somewhere along our origins we met each other, and worked together long enough to start up our company, to explain the part where we trust each other enough to collaborate on most aspects on it?

>>1436694
>I can start a new thread with a splash and recap.
Start the new thread with a splash and recap, it'll look better that way. Right now we have some finishing touches to deal with before we're good to go.

>>1436694
>/qst/ moves really slow. I would have thought we would be on pg 10 by now,
It does. It would've been a bit further down in the pages had some shitposting threads not been pruned.

>>1436610
>4chan hates me for some reason. took 35 minutes before I could get this post up.
Captcha?
>>
>>1436736
So you and the Lieutenant should hash out the background of the company. I'm gonna go grab some food and once everyone is in agreement I'll start the new thread.
You will be in Orbit over Europa after having been contacted and finalized the contract.
>>
>>1436736
>Maybe replace the E for Espionage ...
If you want another "E", maybe "Extraction"? You could smear it a bit to cover recovery, smuggling, and extradition.

>Origins
I figured it'd be an excuse to mix proper military personelle in with crooks.

Honestly though, we could probably keep our numbers up just by offering excons a chance to get legitimate.

>>1436694
>I can start a new thread
If you're hoping to attract some more blood, a new thread will be pretty much necessary.

/qst/ is slow, yeah. It's low population and the subject matter is pretty niche. I don't think I know anyone who's stumbled in here who wasn't part of the original exodus.

>Plan of action
Practical question: Do we already have an address for the target, or are we going to have to track them down? If we've got to look for them, I figure D'frass and Kessik can hit the hypernet and start digging for intel. Maybe Frost can get us an audience, he's got the economic background for us to fake being interested in distributing their product.

I mean, we're both alright liars, if not terribly good ones.
>>
>>1436736
As for reasons to trust each other ... well, the Company doesn't really work without us. To be a Merc in this day and age, you need a space ship. I don't have the money or connections to get one, and you don't have the talents to keep one going on your own. I figure if I've got rank, D'frass probably chipped in a significant (though not majority, obviously) amount into getting the ship.
>>
>>1436786

"Investigation, Courier, and Extraction", maybe?
Motto: Black ICE; "You won't even know we're there."

>Do we already have an address for the target, or are we going to have to track them down?
You know the System/Planet, but nothing beyond that.
>>
Rolled 4, 2, 4 + 4 = 14 (3d6 + 4)

>>1436936
Ah. Well then, going to have to do a little more digging than I thought.

It's a tourism planet, so I figure the first thing to do is peruse the online menus of various hotels and restaurants and then figure out who's selling Kreely. Then I can check their invoices and figure out their suppliers.

I mean, it's not out of the question that eating Kreely is totally legal on this particular world.

I'll toss in a Computers check.
>>
>>1437013
Your Computers check nets you information on resorts that have kreely as delicacy. Unfortunately, none of the information you can dig up leads you to the SUPPLIER of the kreelies. You also manage to find out that kreelies are seasonal on Mahuitalotu and they are ONLY imported, it being illegal to keep "exotic" flora and fauna on planet, to prevent invasive species from having a detrimental effect on the world's primary industry.
(Graded Skill Check, base TN10)
>>
>>1436786
>If you want another "E", maybe "Extraction"? You could smear it a bit to cover recovery, smuggling, and extradition.
Sounds good.
>>1436936
Also sounds good. What do you think of this, D'Frass? QM's versions sounds more low-key for a detective company, yours sounds more direct for a security company.

>>1436786
>Honestly though, we could probably keep our numbers up just by offering excons a chance to get legitimate.
That's most likely where we get most of our personnel from, given our contacts.
>>1436786
>I figured it'd be an excuse to mix proper military personelle in with crooks.
That makes sense. So we carried over whatever buddies we had when we were crooks when we tried going big with the revolution, then we brought even more crooks who joined the revolution and some ex-military folk after we tried fleeing retribution?
It'll help fit for some more military folk that might join later.

Alternatively, we were distantly related to whatever revolution was going on or kept our head low for the most part. When that revolution failed, we took whatever survivors were left and took it as a chance to start up our own company.

>>1436786
>I don't think I know anyone who's stumbled in here who wasn't part of the original exodus.
I'm one of the non-exodus anons, as are a number of anons I've met. Most of them aren't big names, obviously
.

I had a Connection Error for a while.
>>
>>1436786
>>1436803
Well, yeah, that's why we make a great starting team. I figured having intersecting origins would make it more interesting for any new recruits who wonder who are these people from our past that suddenly want our blood.
>>1436803
>I figure if I've got rank, D'frass probably chipped in a significant (though not majority, obviously) amount into getting the ship.
No doubt about that, but starting the company by not meeting in an inn sounds better.

Which reminds me, there's a certain advertisement image that comes to mind for when we spread our name for contracts.

I had to break up my post into multiple parts to get past the Connection Error, and post a non-inline reply.
>>
>>1436786
>I mean, we're both alright liars, if not terribly good ones.
Considering Frost’s history, I don’t think he’ll even have to seriously feign interest if he wants to learn who else these abductors are connected with. They sound like they’d be related to some big name folk.
He can make up some stuff on how so long as he’s not involved and doesn’t see what these “products” are, he won’t worry too much about where the money’s coming from. That sounds like something a corrupt lawyer would say.
>>
>>1437144
>Connection Error
That's what was killing me too.

>>1437178
You would have to Hypercomm some people and chat. Kreelies AREN'T illegal goods, so it would be an Economics (Planetary) check to see if you could find the primary supplier for the System...Once you find who is supplying Mahuitalotu you can trace the suppliers back to the abductors, but don't forget the PRIMARY goal is recovery of the kreelies themselves, not the punishment of the abductors/smugglers.
>>
>>1437013
Just so you know, you might start with a Handbrain CT and Hypernet Hut LI NJ00 “Node-Jack” to help with your Computer checks.
>>
>>1437207
Yep, the Connection Error is seriously constraining the size of my posts to the point where I can barely fit more than a few lines.

Is it okay if we check to see if we have our Computer gear for another Internet check?
>>
>>1437247
Sure, I'll need a 1d6 (4+ succeeds) to see if you have an Node-Jack to hack with, otherwise you'll need to physically access the Handbrains and Computer Systems for the information you're looking for.
>>
Or you could buy hacking gear...but that stuff is pretty expensive and are only useable a few times before burning out. If you have Node-Jacks you'll have them for the entire Job.
>>
Rolled 1 (1d6)

>>1437289
Well, the Handbrain CT says you have one for each PC with 1+ Computer, so I think we just have that.

Still, if there's a hacking tool onhand, that'd be useful.
>>
>>1437313
Handbrain CT just let's you remote interface into a network, the Node-Jack lets you actually hack into Secured Networks.
Comparison: Handbrain is a Tablet with wi-fi access, Handbrain CT is a full access Tablet computer including acting as a wi-fi hotspot and/or server and/or hypernet node.
Node-Jack his a frequency modulator and single use Synthetic Intelligence that prevents security SI's from smashing the crap out of an unauthorized information stream before it burns it's programming to keep you from being traced.
>>
>>1437289
So there are a number of rolls without modifiers, like the initial locker search rolls?

>>1437313
Yeah.

>>1437289
>>1437341
Does each character roll to see if they get the item that might be in the lockers or is it for everyone? If it's not in the lockers, does that mean that person then has to buy it or is it possible to find it in the next job?

>>1437290
So each use the hacking tools have is equivalent to one job?
>>
>>1437092
>>1437013
Good result. Are there degrees of success? Is he able to attempt again with his new Handbrain CT or was that a single check?

>>1437126
>>1437313
Any other thoughts for the finishing touches of the company?
>>
>>1437893
>So there are a number of rolls without modifiers, like the initial locker search rolls?
Locker search rolls shouldn't come up for the same item more than once between resupply.
MOST rolls will be skill rolls (3d6+skill), but some will be just 1 or more d6's with no modifiers, the locker roll and damage being most common.

>So each use the hacking tools have is equivalent to one job?
Each Node-Jack is single use, the more advanced hacking tools can be used three times (or more in the case of the Nodecracker Jr)
>>
>Does each character roll to see if they get the item that might be in the lockers or is it for everyone?
Some table entries are “Maybe”. When you need to determine whether your locker contains one of these items, roll a die. On a 4 or more, your locker contains the item (again, enough for everyone who’s regularly on the ship); Otherwise, you don’t have the item and you should probably have words with your quartermaster."

Just one roll between re-supplies (so maybe once or twice DURING a job you can roll for "Maybe" items, otherwise it just didn't get stocked for one reason or another).

fkking connection error.
>>
>>1437942
>Are there degrees of success? Is he able to attempt again with his new Handbrain CT or was that a single check?
Graded Skill checks have DoS/F. He can try again if he wants, but with actually hacking the systems he would only break loose the less prominant resorts that also serve kreelies.
>>
Rolled 2 (1d6)

>>1437942
>Are there degrees of success?
>>1436441
Wait, scratch that. The graded skill check with a TN meant it had degrees of success with a minimum success number.
>>1437965
Thanks for confirming though. I didn't read it closely enough at first and thought it was one or the other, not that it could be a combination of them.

So that was a preliminary hypernet search roll to see whether we needed to hack or not, now any further progress will need to be made by hacking or me looking through the market.

>>1437290
>If you have Node-Jacks you'll have them for the entire Job.
>>1437948
>Locker search rolls shouldn't come up for the same item more than once between resupply.
>>1437953
Oh. So that just meant succeeding our roll would've meant we'd have enough Node-Jacks for the entire job, not the length of their uses.
>>1437953
>Just one roll between re-supplies (so maybe once or twice DURING a job you can roll for "Maybe" items, otherwise it just didn't get stocked for one reason or another).
Should we just roll for all the items to see whether we might have them or not, or is it better on a per case basis?

>>1437313
>>1437341
So no Hypernet Hut LI NJ00 “Node-Jack”, but he came with a Handbrain CT. I'll go roll for a Handbrain CT too for those sweet tablet functions.
>>
Rolled 1, 4, 1 + 9 = 15 (3d6 + 9)

>>1438015
And nothing.

>>1437207
>Economics (Planetary) check
Phase 2 of the investigation.
>>
>>1438015
The Handbrain CT is one of a few special "Maybe" cases, there is specifically 1 Handbrain CT for each character with 1+ ranks in Computer.
"On a 4 or more, your locker contains the item (again, enough for everyone who’s regularly on the ship)"
So only one person needs to roll when any given "Maybe" item is needed, should a roll be necessary.
>>
>>1438015
>So that was a preliminary hypernet search roll to see whether we needed to hack or not, now any further progress will need to be made by hacking or me looking through the market.
Yes. Any further investigation will need either Computers (Hacking) or a different investigation method.
fkking connection error.
>>
>>1438054
Oh, okay. So even if someone doesn't have the starting Computer skill, they can't go look for a Handbrain CT in the ship?

>>1438059
Thought so.
>>1438040
Am I only allowed to re-roll before being told what the TN was, or can I do so afterwards?

>>1438059
Mine seems to have been fixed when I restarted my computer. Maybe it'll work for you?
>>
>>1438080
>Am I only allowed to re-roll before being told what the TN was, or can I do so afterwards?
Before is fine.
>So even if someone doesn't have the starting Computer skill, they can't go look for a Handbrain CT in the ship?
Right, everyone who has Computers has a Handbrain CT in the locker, anyone who doesn't, doesn't. Standard Handbrain is generally enough, you don't really need all the dev software unless you know how to use it.
>>1438040
You can re-roll one of those dice if you would like.
>>
>>1438080
>Mine seems to have been fixed when I restarted my computer. Maybe it'll work for you?
It went away for a bit, but it's back again. Already sent an e-mail about it, hopefully it'll be fixed sometime this week....HA.
>>
>>1438015
>>1438143
Oh. Now I remember what I was going to ask, how much are degrees of success separated by, 5s?
>>1438143
>You can re-roll one of those dice if you would like.
>>1438040
So I can't reroll the whole set? If I am, can I choose which of those dice to reroll, say the 2 1s?

>>1438143
>Before is fine.
Neat. What's the TN for this one?

>>1438147
>Already sent an e-mail about it, hopefully it'll be fixed sometime this week....HA.
Those words... they hurt.

I left the Internet off for a while on my computer, so maybe that had something to do with it?
>>
>>1438216
>how much are degrees of success separated by, 5s?
5

>So I can't reroll the whole set? If I am, can I choose which of those dice to reroll, say the 2 1s?
It's an Economy (Planetary) check, you have the specialty, so you may pick 1 die to re-roll...or you can spend a RiPP and re-roll any number of dice.

Speaking of RiPP (RolePlay Points, the i is the one that ISN'T in team) can be used for:
Re-roll any number of dice for a single roll (including damage)
Negate an Mayhem (by the person who caused it)
Invoke "Ablative Meat"
(it takes 2 to Ablate a non-Probie Grunt if you have a Probie in your Fireteam)
>>
Rolled 4 (1d6)

>>1438260
>It's an Economy (Planetary) check, you have the specialty, so you may pick 1 die to re-roll...or you can spend a RiPP and re-roll any number of dice.
Oh, I see. That explains matters.
>>1438040
Well, I'll reroll one of the 1s, then.

>>1438260
>(it takes 2 to Ablate a non-Probie Grunt if you have a Probie in your Fireteam)
So we're encouraged to ablate the Probie on our Fireteam?
>>
>>1438282
>So we're encouraged to ablate the Probie on our Fireteam?
Exactly...of course, once you Ablate the Probie, if he survives, he gains a role and a name and all the good things that come with surviving being Meat.

>Well, I'll reroll one of the 1s, then.
That brings it up to 18, you gain some info:
You have made contact with one of your former suppliers from your revolutionary days, they have information on a recent shipment of kreelies to Mahuitalotu and are willing to introduce you to the vendor.

connection error seems to have gone away on it's own.
>>
>>1438296
>You have made contact with one of your former suppliers from your revolutionary days, they have information on a recent shipment of kreelies to Mahuitalotu and are willing to introduce you to the vendor.
Sweet, thanks ex-revolutionary bros. I'd say I'm willing to meet up with the vendor.

>>1438296
>connection error seems to have gone away on it's own.
Oh, that's great.
>>
>>1438359
> I'd say I'm willing to meet up with the vendor.
Okay, so how do you want to go about getting to Mahuitalotu?
>>
>>1438384
If there's nothing Lt. D'Frass needs done here before we leave, I think we can just take the ship from Europa to Mahuitalotu since we’ll have to evac the children anyways.
Park it somewhere out of sight so nobody else is implicated in this meetup. I think we can take the delivery van to near the meetup area and have the rest of the men in ambush locations in case the deal goes bad.
What do we know of the vendor, will we only learn of them once we get introduced to them?
>>
>>1438412
You will need to meet the vendor before you'll know anything else about him.
The van doesn't have Space capability, it's Air/Ground.
You might, just might, want to get prior clearance from the Mahuitalotu TAD and STC before porting in...just to be on the safe side, unless you are trying to sneak in without anyone knowing you were there.
>>
>>1438464
I'm gonna call it here and we'll start the next thread next Saturday, unless people can't make it...we seem to have lost the Lt. in any case.
>>
>>1438464
>The van doesn't have Space capability, it's Air/Ground.
Yeah, I was thinking the meetup would be on land so we'd take the ship to land then use the van. Otherwise, now that you bring it up I now see what the usage of space flight for vehicles are.

>>1438464
>You might, just might, want to get prior clearance from the Mahuitalotu TAD and STC before porting in...just to be on the safe side, unless you are trying to sneak in without anyone knowing you were there.
That works. We're not trying to undermine any governments so I don't see any problem with that.

>>1438464
>STC
What does STC stand for? The name for the local defense force? It doesn't have anything to do with Standard Template Constructs, does it?

>>1438475
That's fine.
>>
>>1438491
STC=Space Traffic Control




Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.