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Saturday, September 17, 2011

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.

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