| Post/Author/DateTime | Post |
|---|---|
| #1doctor_mcpirateOct 15, 2009 6:39:20 | In my recent d20 campaign, the heroes have started toying with the idea of starting/joining a mercenary company. I, being young and inexperienced have no idea of how how a mercenary company would work legally so i would appreciate any and all input. P.S. I apologise for any grammatical, spelling or assorted communication errors |
| #2narukagamiOct 15, 2009 7:44:34 | Well, first off real mercenary companies, sometimes also known as "security contractors," aren't allowed to engage in actual combat... I'd probably play the "rule of cool" card on that one though. |
| #3Master_VegaOct 15, 2009 11:04:43 | There's some kind of treaty in the UN that prevents mercenaries (or "security contractors") from actually fighting. Of course Blackwater (which now calls itself something else) - a security contractor - has blurred that line more than a couple of times. I'm with Narukogami on the rule of cool thing, though. Perhaps the team is recruited by a larger "Security" company with the means to run a covert op, or connections in the UN to make sure no one will look into their operations? |
| #4TheRealOrionOct 15, 2009 14:13:25 | Lots of options, really. I'd suggest asking your players what they want out of this game premise and work from there. Do they want to be the Good Guys, or do they want to be Mercenary Bad****? If they're just looking to kick ass and earn money, then you can easily put them to work in places where the law just isn't up to the task of knabbing them: South America, Central America, the Carribbean, most of Southern Africa, large hunks of South-East Asia, large hunks of Eastern Europe. If they want to operate in the wealthy Western world (North America, Western Europe, Australasia), or the secure Asian world (Japan, urban China, etc.), then they'll need some kind of legal status. They could also play the Big Bad Outlaws, like the A-Team or Burn Notice, and have an active relationship with the police/FBI/RCMP/Interpol/whatever be part of the game. Talk to your players. Figure out what they want. Edit: I cannot F'ing believe that I can't type the word "Bada$$e$" without getting bleeped, over the second part of the word, but I can type "ass" in the singular, and everything's fine. What the F, WotC? "Ass" is no a F'ing swear word. Differentiating between the singular and the plural is just idiotic. What if I want to refer to multiple donkeys?! What the F do you expect us to do with that? Sweet and sour Jebus on a F'ing pogo stick, this is so stupid... |
| #5dbayOct 15, 2009 19:56:03 | Nice thing about running a merc campaign is that it is very easy to provide adventure incentives AND regulate player wealth. for the earlier you just pay them and the latter you decide how much to pay them. |
| #6doctor_mcpirateOct 17, 2009 4:18:49 | Thank you for the clarification there. This well help me a lot knowing these things. |
| #7AnimeSniperOct 20, 2009 20:24:51 | You could rent/borrow a copy of the game 'Mercenaries 1&2' or 'Army of Two' either PS2/3 or X-360 version and get a few ideas from there... A few ideas off the top of my head 1) The group as stated could join a pre-existing company and be the noobs sent in to get the job done... lousy intel well NPC saves them/etcetera...
I like this from the 101 Future Weapons thread if you Have the PL base in your campaign; basically the group has to retrieve the designator from some radical militia/terrorist group before they use it... it could be a grand finale for the campaign if you want |
| #8doctor_mcpirateOct 21, 2009 5:43:27 | Hmm, I agree on a lot of points. The campaign is PL 6 for the record and the PCs are after this end so they have a cover for their operations. Really it's just a way of them going out and fighting the baddies while also staying within the boundaries of the law. Also, my campaign does not feature energy weapons, or orbital death cannons (although that would be amusing). |
| #9johannixxOct 24, 2009 2:42:21 | "Security Contractors" aren't allowed to engage in OFFENSIVE operations, but they are allowed to be armed for defensive ops. For example, Blackwater (now 'Xe', I wonder if that has any relation to the old South African "Executive Outcomes" firm?) pretty much did base guard duty, convoy protection and executive protection details for State Dept folks. As such, they were allowed to return fire, but weren't used to 'go after' bad guys. |
| #10doctor_mcpirateOct 24, 2009 5:39:10 | That works very well, Johannixx, thank you very much for this information. |
| #11backstabbistOct 24, 2009 10:06:30 | well, technically
When Backstabbist defends a convoy, he includes the SP Artillery defense |
| #12doomsoughtOct 25, 2009 1:38:34 | To get work done the higher ups in a mercinary company would have to be good at politics, atleast the behind closed doors. Usually the type of stuff they do should be hush-hush any way, to keep the players interested if for no other reason. Monster hunters could easily be government contractors (federal). Mostly because they do things that has questonable legality, and definitelly needs some probable deniability, from magic to genocide. The mercs can take the fall if anything ever gets out. The WIC, from Sunshine Temple's The Return, makes good at keeping a profeshonal demenor and still doign the monster hunt: |