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Tuesday, September 27, 2011

Iron Templars: Update

Contracts have been generated for the Iron Templars. Two Objective Raids for Comstar, and an Extraction Raid for the Draconis Combine.

Here are the offers, and their starting terms. Details have not been hammered out yet, but I have some ideas.

Comstar Objective Raid Starting Terms
Length of Contract 1 month
Command-House
Overhead- Full
Salvage-40%
Support Type- 40% Straight
Transport-Full

Comstar Objective Raid Starting Terms
Length of Contract 1 month
Command- House
Overhead-Half
Salvage-50%
Support Type Battle Loss 50%
Transport-Full

Draconis Combine Extraction Raid Starting Terms
Length of Contract 1 Month
Command- House
Overhead- None
Salvage- 20%
Support Type- 50% Battle Loss
Transport- 55%

I would really like to get this going. If anyone is interested, or needs help making characters, shoot me an e-mail. Really need some officers yet to make a staff steam.

Saturday, September 24, 2011

Iron Templars: Combat Assets

Mechs
Archer ARC-2S [70] (CO)
OSR-3C Ostroc [60]
VLK-QF Valkyrie [35]
STG-3R Stinger [20]
OSR-3C Ostroc [60]
TBT-5N Trebuchet [50]
FS9-H Firestarter [35]
WSP-1A Wasp [20]
FS9-K Firestarter [35]
STG-3R Stinger [20]
PXH-1 Phoenix Hawk [45]
DV-6M Dervish [55]
STG-3R Stinger [20]
OTL-4D Ostsol [60]
CN9-A Centurion [50]
PXH-1 Phoenix Hawk [45]

Aerospace Fighters
CSR-V12 Corsair [50]
TR-7 Thrush [25]
CNT-1D Centurion [30]
CSR-V12M Corsair [50]

Vehicles
Prowler (SW) [55]
Vedette [50]
Packrat [20]
Vedette [50]
Behemoth [100]
Pegasus [35]

Tuesday, September 20, 2011

Warriors Wanted: Iron Templars

I am opening up recruitment for the Iron Templars. There are plenty of space available, and characters from any background, with some obvious exceptions, are welcome. Here are the rules for making characters.

1. Using A Time of War Ruleset.
2. 5500xp. Max age 0f 30, max amount of additional Negative Traits 500xp.
3. Ask about Officer Rank maximums. There are only so many Officer slots available.
4. Inner Sphere, Periphery, and Independent Affiliations only. No Clans, Belters, Jarnfolk. Any questions ask.
5. Unless the character owns their Mech, Aerospace Fighter, Vehicle, etc., the character will be assigned to one of the company vehicles.
6. Starting year is 3034, base backgrounds, Affiliations, vehicles, etc., accordingly.
7. Any rolls are to be made on the Intelser site, located here.
8. Players do not need to worry about buying run of the mill clothing. In other words, I am not going to stress everyone buying every pair of shoes, jeans, and t-shirts. If the character was former military, he will have a couple jumpsuits, BDUs, a dress uniform, and a couple pairs of standard combat boots. Now if the character chooses to wear the newest fashions of the finest materials, yes, that does need to be tracked. But assume that characters have a half-dozen changes of clothes.
9. Standard combat gear, such as the Mechwarriors package of Neuro-Helmet, Plasteel Boots, Cooling Vest, and shorts is provided by the unit if the character pilots a company vehicle, or comes with the mech if it is a personal ride.

Saturday, September 17, 2011

Iron Templars: Force Identification

It is now time to actually start identifying what the Iron Templars actually are. What kind of Mechs does the unit have? How skilled are its vehicle crews? How much support do we need, and much is generated? These are the questions to be answered.

First thing we need to do is see if we want to shift some assets around. Looking at our numbers, we see that we have 16 Mechwarriors, not including the commander. This is problematic as it makes attempting to obtain Dropships more difficult, in the sense of the bigger the Dropship, the more difficult it is to acquire. We can trade 1 Same for 2 Complementary or 1 distant, for combat personnel, for Support, it is one for one regardless.

Personnel
Same-16
Complementary-14
Distant-6
Support-20
Medical-8
Administration-4

Points
Experience-19
Tech-6
Mass-10
Cash-10

After making all rolls, Stefan has spent 12 of his 19 Exp Pool points, all of his Tech, 8/10 Mass, and still has 10 Cash. Any unspent pool points are added to the Cash pool, bringing the Cash up to 19. Sounds like a lot, but there are still two more important things to spend Cash on. First is Dropships, and the second is more personnel. What the Templars found during the Identification process is that they have lots of trained Technicians and Mechanics, however, they lose efficiency when without assistance of apprentices. The Templars find themselves with only one Astech in the entire command. The command needs more Astechs/Medics as well as Green Technicians and Mechanics.

Before that, we need to see about acquiring transports. Stefan is looking at attaining a Triumph. It is capable of moving the commands entire vehicle and personnel needs. Plus, the Triumph has a fair amount of cargo space. So that is one. Now we need to decide on what will transport the units mechs and fighters. Stefan decides on trying to gain two Unions. Each union carries 12 Mechs and two fighters, enough to carry all assets as well as room to grow.

In order to gain the Dropships, it requires 4 Cash, and a successful roll. A Triumph has an Era modified roll of 12. However, Stefan modifies the roll by a total of four, meaning an 8 is successful. However, a roll of 8 or 9 means the vessel is an auxiliary unit. 10 or higher means the vessel is fully owned by the command. Each Union needs a 7/9 to attain the same status. After making the rolls, we find that Stefan was successful in acquiring both Unions, although only one is owned by the command. The Triumph however remained out-of-reach. Stefan will burn some cash and go for the re-roll. It took two more tries, but Stefan was finally able to secure the Triumph. In total, acquiring the Dropships cost the Templars 14 Cash, leaving 5.

Of these last 5 points, Stefan spends 3 to acquire 6 new support personnel. Now we need to see what their quality is. Wow.. Only one Green/Astech out of six. Sheesh.. This is kinda bad. We cannot alter the rolls any, so we are stuck with them.

The last thing we will do is to determine the command's starting War Chest. The Templars have two full combat companies, and are a Regular quality Unit, with a remaining cash pool of 2, leaving a total of 120,000 C-Bills.

Mercenary Creation: Iron Templars

Now that our Company Commander is complete, we can start building his command. I have jumped ahead a bit and named the unit the Iron Templars. Why, because I like it and think it is cool, that's why.

Anyway, we first start with the CO's origins, education, and Attributes/Traits/Skills. Stefan von Braun is from the Inner Sphere, graduated from the Academy and OCS, and had served three tours. Those Atts/Traits/Skills that affect the pool are Connections, Enemy, Reputation, Wealth, Administration, Leadership, and Negotiation.

The Iron Templars is a Mech company with armor, infantry, and aerospace as supplemental forces. So any results of Same are Mechwarriors, Complementary= Armor, Aero, and Distant= Infantry.

Personnel
Same-5
Complementary-1
Distant-0
Support-6
Medical-0
Administration-1

Points
Experience-4
Tech-5
Mass-3
Cash-4

The next choice we need to make is to choose the Hiring Hall. In Mercenary's Supplemental II, Eras were introduced. By the decisions already made, the unit was created in 3031, which is in the Early Post-Succession War Era. The Iron Templars were formed on Galatea in the Lyran Commonwealth. Prior to the Wolf's Dragoons opening Outreach, and its subsequent ascension to being the center of the mercenary trade, Galatea was the "Mercenary's Star." When you look at the previous Eras then look at PWE, Galatea falls off dramatically from 3030 to 3031, really before Outreach is even open. So, using GM perogative again, I am ruling that the Iron Templars are using the Galatea line from the Fourth Succession War Era. After this is done, our pools look like the following.


Personnel
Same-7
Complementary-2
Distant-1
Support-7
Medical-0
Administration-1

Points
Experience-5
Tech-4
Mass-4
Cash-3

From this point on however, we will use the PWE Era.

What does these numbers mean? These numbers represents the personnel who showed up just by Stefan talking about forming the company then actually setting up shop. These may be former unit members, friends, family, or just acquaintances. These original members may not be the most capable, but they will likely be extremely loyal.

Looking at the numbers though, the Templars need some more hands. The goal is to attain a Mech company, an Aerospace squadron, a vehicle lance, and an Infantry platoon. So how to work on accomplishing these goals? We do have Recruitment Paths in FM: Mercenaries (Revised) pg. 142. Each roll on the table requires three months, has a set change of force pool numbers, and a chance to gain (or lose) more.

The PWE Era gives the pool modifier of -2 Cash, but is negated by an integral +2 to any pool. It does need to be noted that Cash is a very important pool; it allows for rerolls, is needed for acquiring Dropships and Jumpships, and adds to the commands starting warchest.

Each path requires a roll which can be found here. Our first roll gave us a roll of 10, which will add nearly a full lance of Mechs, their gear, and some support. So at the end of this first path through the Recruitment Path, our numbers look like this.

Personnel
Same-10
Complementary-3
Distant-1
Support-10
Medical-1
Administration-1

Points
Experience-7
Tech-5
Mass-6
Cash-3

Not too bad, but we can use a bit more. We can do one repeat, then we must go through a Combat Path. After every other pass though, we do add an Admin to our personnel pool.

Our second pass was not as good as the first, but no personnel were lost. At the end of the second pass, we look like this.

Personnel
Same-10
Complementary-4
Distant-3
Support-11
Medical-1
Administration-2

Points
Experience-8
Tech-6
Mass-7
Cash-3

We now need to make a pass through Combat Experience before doing any more recruitment. Combat Experience can be dangerous, as everything gained so far can be lost. But without great risk, can their be great reward? The Era and path give modifiers of -1 to Tech and Mass, +2 to Exp, and +1 to Cash; with an open +1 modifier to add to any pool. We will add it to Cash.

A Combat Experience pass requires six months, so with the two recruitment passes and one Combat Experience, we have completed the first year of the Iron Templars being in business, and things are looking good so far. Now we just need to roll... And we get a 6. A successful mission, with a little bit of salvage and some added personnel. After totaling up all the modifiers, we now look like this.

Personnel
Same-10
Complementary-4
Distant-4
Support-11
Medical-1
Administration-2

Points
Experience-11
Tech-5
Mass-7
Cash-5

After making this pass, we can now do two more passes on the Recruitment Path, before another Combat Experience pass must be made. As I said earlier, we have covered one year, but we are wanting to cover three years when all is said and done. So Hopefully we will take a total of more more Recruitment paths and two more Combat Experience.

So after our next two recruitment paths we end up like this. Recruitment in this Era is quite easy, with the end of the Fourth Succession War just very recently ended, indicated by a +2 to Recruitment rolls. The next two rolls resulted in another six, and we also got an eight.

Personnel
Same-10
Complementary-9
Distant-6
Support-15
Medical-3
Administration-3

Points
Experience-11
Tech-7
Mass-10
Cash-5

Now we are getting into the nitty-gritty. We must take another Combat Experience pass before doing anymore recruitment. But the risks are getting higher. For every two passes after the first, we add a -1 modifier to the roll, increasing our chances of success, and lessening our chances of a huge pay-off. But all is fair in love and battle. So let's kick this pig. We roll, and we get a 3. Ouch. Well, it looks like we need to burn some Cash and re-roll. We can only do this once per roll and must accept the result, but we can't get much worse and this is a particularly bad result, so we lose one from our Cash pool and re-roll. We turn that disastrous roll of three into a 10. Cash well spent, plus, we recover that point. So at the end of our second Combat Experience pass, the Iron Templars looks like..

Personnel
Same-11
Complementary-9
Distant-6
Support-15
Medical-3
Administration-3

Points
Experience-16
Tech-7
Mass-10
Cash-8

Hmm.. We are really close to our goals, but not quite there yet. So let us go ahead and hit up the Recruiters two more times. A really successful recruiting season this time, with rolls of a nine and a ten.

Personnel
Same-16
Complementary-14
Distant-6
Support-20
Medical-8
Administration-4

Points
Experience-18
Tech-7
Mass-11
Cash-8

So as far as what our goals were, we have over-shot them a touch, but this is a good thing. It means the Templars can weather a bad roll on the final Combat Experience pass. So let us go ahead and see what we get here... And we get a 5. It is a Failed mission, which will hurt our Dragoon's Rating later, but it should be nullified by the two successful missions. Besides, the loss was not bad and can easily be absorbed.

So, once all those results have been calculated, this is what the Iron Templars has.

Personnel
Same-16
Complementary-14
Distant-6
Support-20
Medical-8
Administration-4

Points
Experience-19
Tech-6
Mass-10
Cash-10

We have met and exceeded every one of our goals as far as combat units are concerned. We may be a little lean on our support requirements, but we will determine that in the Force Identification step.

Monday, September 12, 2011

Stefan von Braun

Stefan von Braun.
Affiliation: Lyran Commonwealth (Tamar Pact)

Stage 1: White Collar
Stage 2: Military School
Stage 3: Military Academy, Officer Candidate School
Stage 4: Tour of Duty
Age: 34

Height: 175 cm

Weight: 74.5 kg

Hair: Blonde

Eyes: Green

DOB: 22. January. 3000

Birthplace: Sudeten, Lyran Commonwealth

Fields:
Basic Training
Mechwarrior
Officer

Attributes:
Str 5
Bod 5
Ref 6
Dex 5
Int 6
Wil 6
Cha 5 [50]
Edge 3

Traits:
Compulsion/Addiction/Nicotine 1
Compulsion/Hates Draconis Combine 1
Compulsion/Pro-Steiner 2
Connections 4

Dependent 2

Enemy 6
Equipped 3
Extra Income 1
Glass Jaw
Rank 6
Reputation 1
Vehicle 6

Wealth 3

Skills:
Administration 4
Career/Soldier 4
Computers 2
Gunnery/Mech 5
Interest/Natural History 2
Interest/Military History 4
Language/English 2
Language/German 4
Leadership 5
Martial Arts 3
Medtech 2
Melee Weapons 4
Navigation/Ground 3
Negotiation 4
Perception 2
Piloting/Mech 5
Protocol/FedSuns 1
Protocol/Lyran 5
Running 1
Sensor Operations 5
Small Arms 4
Stealth 1
Strategy 3
Survival/Arctic 1
Swimming 2
Tactics/Land 5
Technician/Electronics 4
Training 5

Special Abilities: Maneuvering Ace,

Equipment:

Weapons:
Knife
M&G Service Pistol w/3 reloads
Holster

Armor:
Ablative/Flak Vest

Misc.
Civilian Communicator
Military Communicator
Noteputer
Rangefinder Binoculars
3x Power Pack
Standard Recharger
Medical Kit

ARC-2S Archer

Advanced Field kit, Compass (In Mech)

Background:

Born in the year 3000 on Sudeten in the Lyran Commonwealth, Stefan Gerhardt von Braun was born into an upper-middle class household. Born the oldest of three children, had a very stable and secure childhood. Stefan’s father Heinrich was an Executive with Olivetti Weaponry; while his mother Kara was a Literature Professor at the university. Stefan loved the outdoors and joined the Wilderness Scouts, learning to enjoy nature. But like many young boys, BattleMechs became a subject of fascination. In 3008, Stefan’s father took him to the Olivetti facility. Here Stefan watched the metal avatars of war gods walk off the assembly line. From that moment on, Stefan had his new calling.

While attending military school, Stefan made friends with Marcus Hermann, the son of William Hermann, Baron of Sudeten. Their friendship was natural, and built into a strong bond. When Marcus got a billet at the Nagelring, he used his influence to get a spot for Stefan. Stefan was more studious, and took his curriculum more seriously than Marcus; while Marcus was more glib and gregarious. The two helped each other immensely; Stefan helped Marcus graduate, Marcus introduced Stefan to many powerful people in the Commonwealth. After graduation, both men also attended OCS together.

After receiving their commissions, the friends went their separate ways. Marcus went to the 26th Lyran Guards, while Stefan joined the 14th Donegal Guards in late 3022. The years prior to the start of the Fourth Succession War were slow, with the unit seeing little action. However, in 3029 the 14th Donegal Guards squared off against the Draconis Combine’s 7th Sword of Light on Utrecht. The six-week campaign saw a grueling march across the planet under constant air attack. Finally the 14th were capable of throwing the 7th Sword of Light off of Utrecht, after a week long siege followed by an assault on the capital city of Nagarajan.

Through the campaign, Stefan proved his mettle as both a Mechwarrior and as an officer, and fought with distinction. He was awarded with several accommodations and a promotion to company second. However, this would be the high point in Stefan’s LCAF career. His promotion came over some other officers who had connections. But the major enemy gained was Viscount Victor Brauer. His son Travis was the former company second. Travis died in the final assault on Nagarajan. Viscount Brauer’s grief caused him to lose his grasp on reality. In the mind of the Viscount, Stefan engineered Travis’s death to assume his position. With a powerful and well-connected enemy setting obstacles in his way, Stefan knew he had to start looking elsewhere for opportunities.

It was Marcus who suggested that Stefan should form his own mercenary command. Taking some time to think over the idea, and do some research, Stefan decided to take the opportunity. With help from Marcus and his family, Stefan gathered the funds and resources necessary to start his own mercenary command in 3031.

Friday, September 9, 2011

Stefan von Braun- Character Creation [Wrap Up]

For the most part, Stefan is complete. We just need to purchase his equipment and find out what he rides into battle.

Purchasing equipment can be a bit time-consuming, but only if you try to go nuts with it. Keeping things simple really is the way to go. Think about what the character actually needs, and get those items. Once you get that out of the way, then go for the extras or luxuries.

The Equipped and Wealth Traits affect how much the character has to spend, and what kind of equipment available. Each piece of equipment has Equipment Ratings; Tech Level, Availability, and Legality. Typically, a character will have access to equipment rated at D/B/B, and have 1,000 C-Bills to purchase it with. Stefan has Equipped +3/Wealth +3, which allows him access to E/C/D rated gear, and 10,000 C-Bills to purchase equipment.

Weapons:
Knife
M&G Service Pistol w/3 reloads
Holster

Armor:
Ablative/Flak Vest

Misc.
Civilian Communicator
Military Communicator
Noteputer
Rangefinder Binoculars
3x Power Pack
Standard Recharger
Medical Kit

So far, Stefan has spent 1227 C-Bills. Stefan also only purchased the gear he would typically have on his person, or access to, in the majority of situations. Work, home, etc. Equipment that is situational should be noted as such, and its location. For example, in his Mech Stefan keeps an Advanced Field Kit and a compass, increasing his expenditures by 110 to 1337 C-Bills.

In this campaign, the GM (Me) rules that a standard mechwarrior's kit (or any other standard equipment, Infantry Combat gear) is free, as well as a couple of changes of standard clothing.

In the final step, Stefan will roll for what mech he rides. The table I am using uses a 1-1000 roll, with modifiers for unit Ratings. There is a few important points to make. Stefan has a Vehicle Trait of 6 (2). What this means he has a total Vehicle Trait of 8. Stefan could either use 8, or 6 and the extra 2 levels to indicate he owns his mech. Granted, as a Mercenary commander, he would "own" it anyways, but it could indicate he left the LCAF with his mech in his ownership, or it could have even been a heirloom. The roll was made here http://intelser.org/forums/index.php?topic=3368.0

After the roll and modifier, we find that Stefan is the pilot of an ARC-2S Archer.