Mercenary companies- in your games?

Roudi

First Post
Do you use mercenaries in your games?

Do you use mercenary companies in your games?

How do they fit into things? Are your characters mercenaries? Was one of them a mercenary before the game began? Do your characters hire mercenaries? Do they fight mercenaries?

Would you incorporate mercenaries into your game if you had better resources? What kind of resources would help you run mercenaries? What kind of information would be necessary or helpful if you decided to bring mercs into the game (or build a game around mercs)?

I know that's a lot of questions, but I am a curious man.
 

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I used to run a Star Wars mercenaries game. It was set in the New Republic era, in a sector I made up. The PCs were pilots from a Rogue Squadron (er, Wraith squadron, I guess) like mercenary group. But they mostly fly Y-wings and Uglies (an ex-WEGer was kind enough to send me his rules for them that were supposed to be printed I think, but never were)

I found the mercenary books for Traveller to be useful. Unit structure, upkeep, exenses, that sort of thing. And types of missions.
 

Ah, uglies. There is nothing more satisfying to vape in space than a Frankensteined TIE-halfbreed.

Got any titles for these Traveller books, or where I might find them (or a place that sells them) online? I'd like to check them out.
 


One of my first games was a near future setting (might pick it up again if my players ever find the time) that had a problem with demonic infestation so to begin with the PC's were practically government slaves but at the end of the mega adventure I started them off with they were legally dead falling out of orbit in an ogre aircraft. The heavily armed party landed in Thailand and has been taking the odd mercenary job to augment the cash from their actual jobs, until the demons come knocking on their door.

Overall the game had some of the most insane stunts because let the PC's us AP for anything.

Highpowered magical mercenaries that's my new favorite for my next game.
 

Certainly use them (will be any way), great way to piece together adventures whether the PCs are mercs or otherwise. Pirates too, what better way to add a little bit of combat than setting a bunch of raiders on the PCs. Mercs can be anything, from a rag tag with basic craft takeing whatever job they can find, to huge organised millitary companies that often supplement a govermental army/invasion force etc.

So far in my campain prep the couple of merc groups I've thought up aren't that central to anything, but knowing my soon to be player who loves merc stuff, they probably could be.

I've never thought about any useing a suplements or such, but I might be interested in seeing what there like, don't know.
 

Roudi said:
Do you use mercenaries in your games?

Sometimes. I try not to overuse any type of NPC, of course, but that's not always easy to avoid.

Do you use mercenary companies in your games?

No. Or perhaps I should say "not yet".

How do they fit into things? Are your characters mercenaries?

Sometimes. And sometimes not. They've done everything from kicking Mafia behind to attacking terrorists in Albenistan. (Yeah, I know it's not a real country. :) )

Was one of them a mercenary before the game began?

Yes.

Do your characters hire mercenaries?

No. My players know they can't rely on other people, at least not for combat purposes or important skill checks. Players dealing with friendly mercenary NPCs are generally after information, or maybe they need to buy some bullets and grenades.

Do they fight mercenaries?

Yes.

Would you incorporate mercenaries into your game if you had better resources? What kind of resources would help you run mercenaries?

NPCs, with 25 point buy stats. (I'm not interested in uber warrior that look like 14 16 16 14 12 8.) A wide range of these NPCs. Like combat leaders, "technical" sergeants (combat engineers, not necessarily former Air Force personnel), infantrymen, officers using only Ordinary levels with some mental levels, special forces-types, etc. I'm not entirely opposed to new Advanced Classes, as long as you don't have one just called "Mercenary", but I'd rather see the NPCs. Almost as good are NPCs with new Advanced Classes. Even if I don't like the new AdC, at least I can "back-convert" it. And if I like the new AdC, I still end up with a new NPC I can use in my campaign.

What kind of information would be necessary or helpful if you decided to bring mercs into the game (or build a game around mercs)?

Organization. The only real-life mercenaries who exist now that I know of are former Special Forces guarding stuff in Iraq. I'm positive there are lots more "types" of mercenaries out there. And, of course, missions. What sort of missions would mercs perform that governments with large and well-trained militaries not want to perform? Etc.
 
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In our Mutants and Masterminds game, which is set in a sci-fi setting, we play a team of mercenaries doing jobs on behalf of the human resistance. Our main resource so far has been the movies! Nothing like a good cliche!

My GM also used the Mercenaries campaign model from the Battlefield Handbook too, but not the rules.
 


Psi- running the Raid on Ashkashem series, eh? Well, seems like your suggestions come from a more present-day perspective (and the thread is tagged "Sci-fi"). I'm currently developing a mercenary company resource in a future setting where there are no more governments with large and well-trained militaries. So, mercs do pretty much everything, from hold positions to raid cities to recon to espionage to keep the peace.
 

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