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Unread 6 Oct 2003, 18:44   #2
No Dachi
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Join Date: Sep 2001
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Re: Mercenaries: Dark Void

Troops
There are different kinds and different grades. Basically, you take the Class of the soldier and add on the price of his Training Level. A well-trained or experienced soldier is very much less likely to die than a greenie, sometimes even if that greenie has superior equipment, so spend wisely.

Using the vast list of troop types, grades of training, weaponry and equipment it is possible to create a wide range of Companies. I will say now that you are best off stciking primarily to the ground. Although it is possible and permisable to have a Space Company, space warfare is a dangerous and gritty business with the lowest survival rate amongst the four service branches (army, navy, airforce, space navy). This said, it is entirely up to you.

Grades of Training (in ascending order of 1337ness):

Green - a man or woman quite literally picked from the street or a bar on a colony. No combat experience, limited training.
Enforcement Trained - a man or woman trained in law enforcement, policing actions is a little better, but not match for a traned soldier.
Militia Trained - most colonies have Colonial Militia, a non-Earth army formed either from compulsory planetary service or volunteers and acting as the first line of defense against pirates or raiders. While soldier-trained, they are often inexperienced.
Ex-Proffessional Soldier - after the Trian Rebellion a year ago, where three planets declared themselves independent and attempted to fight off Earth forces, the bolstered ranks of the Earth Colonial Military were lessened again as non-peacetime units were disbanded. This left a labour pool of experienced and well-trained soldiers who found themselves turning to other duties to earn their pay.
Proffessional Mercenary - the alternative to the Ex-Proffessional Soldier is the Proffessional Mercenary. Charging roughly the same amount, Proffessional Mercenaries are less disciplined and more independent than Ex-Soldiers, but are more experienced in dealing with certain kinds of enemies, being more learned in the ways of the Outer Colonies. Proffessional Mercenaries are also inclined to demand pay rises as they gain experience.
Ex-Black Ops - occasionally, if one knows where to look, one will come across ex-special forces troops. While the best of the best, they are both expensive and rare (max five per Company). To reach their maximum potential, they need very good equipment and support.

More Grades of Training will become available to you as the thread goes on. Next, you have to choose what Class the soldier is of:

EDIT 07/10/03: 'Non-combatants' can be equipped with Pistol-category weapons. These will be included shortly.

Regular - the Regular is capable of using any weapon able to be operated by a single man, and acts in the manner of a regular soldier in combat.

Heavy Weapons - a Heavy Weapon, by definition and for the purpose of this thread, is one that requires two operators to reload and carry it. Two Heavy Weapons Soldiers can operate one heavy weapon, and carry a sidearm each.

NCO - The NCO acts as a laison between Officers and troops, giving advice to trained-but-inexperienced officers and keeping the troops' moral up and the troops themselves disciplined. Carries Regular weapons. You will want the NCO to be a grade above normal troops. A ratio of 1 NCO : 10 normal soldiers is usually sound, but this can be pushed to 1:20 in exchange for a loss of organisation.

Officer - the Officer acts as the sub-commander of a number of men determined by yourself. You can't give orders to every single man in the Company in a battle, and so you give orders to Officers and have them relay them to their Squads/Platoons. An Officer uses Regular Weapons. A ratio of 1 Officer : 20- 40 normal soldiers generally works fine.

Vehicle Driver (ground) - a man trained to drive vehicles or form part of the crew of a vehicle. You can assign a Vehicle Driver to any kind of Ground Vehicle to begin with, BUT, once assigned to one kind of vehicle (say, a tank) he will only be able to drive or crew that kind of vehicle in the position that he did (like Tank Gunner).

Pilot (air) - a man trained to pilot air units, atmospheric ones or low orbit-atmospheric ones such as dropships. In the same way as a Vehicle Driver, once assigned the Pilot will permanently adopt the role that he is given. Cannot pilot space vehicles save for low orbit to atmospheric transit ones.

Pilot/Crewman (space) - a man trained to Pilot or Crew a non-atmospheric Spacecraft such as a Space Fighter or a Freighter. Once assigned to a Fighter or Bomber, he will only be able to Pilot that kind of Spacecraft. However, if assigned to a Ship such as a Freighter, he will be able to work on any other Ship provided that he is carrying out the same role as before in its Crew (such as Engineer or Gunner).

Signaller - a 'Signaller' is a normal soldier also trained in the duties of Communications. Basic Com Units are available and necesarry, allowing you to instantly contact any member of your Squad, however, these are easily jammed or interfered with by anomolous environmental factors (which you will encounter a lot of), and it is difficult to maintain contact over long distance with them. A Signaller carries a much more powerful Com Unit on his back and is able to contact multiple Squadmen, orbiting Ships or even other planets in the system with ease. He can also attempt to jam enemy Coms and 'listen in' on their frequencies. Signaller carries regular weaponry in addition to his bulky radio kit. The radio kit comes free, purchase is not necessarry although there may be better equipment on the market.

Intelligence - Intelligence, while not a strictly necessary addition to your Squad, will make your life a lot easier. The Intelligence Officer possesses an extensive knowledge of current affairs, military strengths, military history and general goings-on of the Galaxy that give hima keen strategic mind with which to advise you. The Intelligence Officer is also very good and finding out information, and will be able to present you with a detailed briefing before each mission. A non-combatant.

Medic - the Medic is a non-combatant who has to be equipped with medical equipment in order to perform his duties. A team is generally more effective but one will suffice for small Companies. The Medic, while unarmed, is able to patch up a wide variety of wounds, the degree of wound which he is able to patch up depending on his equipment and level of training. The best Medics are miracle workers, the worst really more of an incentive to stay un-wounded.

Vehicle Officer - if you have a substantial number of vehicles, it will become hard for an Officer trained to lead Infantry to co-ordinate them successfully. This is where the Vehicle Officer comes in. In addition to operating as a normal Vehicle Crewman he is also capable of co-ordinating and commanding around ten other Vehicles on the battlefield, which do not have to be of the same variety that he himself is a Creman of.

Space Naval Officer - can be assigned to both Capitol Ships (by definition, any Ship larger than a Patrol Fighter in size) or to Fighter Squadrons. On Capitol Ships the SNO will assume command of the vessel. If the Ship is Corvette or above in size it is best to have 2 or more Officers with different tasks assigned to them. If assigned to a Fighter Squadron, the Officer will become Squadron Leader. Generally speaking, an Officer will be capable of commanding 10 Fighter-Classes at a time. Capitol Ship Officers are non-combatants, but Squadron Leaders double up as Fighter Pilots. However, a SNO on a Capitol Ship is capable of organising roughly four Fighters efficiently from his post.

Engineer - the Engineer is a man trained in the behind-the-scenes maintenance tasks that are vital to any mechanized military force. The Engineer is capable of limited computer-related tasks, but moreover of maintaining vehicles. An Engineer's skills are universal and one is capable of applying his expertise to ground, air and space vehicles. Engineers can carry Regular armaments in addition to their Engineering equipment.

Techinician - the Technician differs from the Engineer in that his primary task is based around computers, which are now an integral part of the battlefield. As well as being able to hack enemy systems, with the right equipment and high enough skill, he is also capable of strengthening your own systems or developing them further. When an Engineer and a Technician are used in tandem they can make a very effective team, capable of creating new equipment for you, albeit for a price. Technicians can carry Regular armements.

Quartermaster - a Quartermaster has been trained in the art of logistics, the system of supplies that are the life-blood of any military force. The Quartermaster is an expert at scrounging, particularly when fielded from Military grades of training, and is able to come across equipment of all varieties for a lower price than normal. He will also ensure that your men will never go hungry for lack of food, and serves as a moral-raiser for his ability to come by things that your men require but you yourself do not buy (such as cigarettes or pleasure-drugs). Quartermasters can fulfill a the same combat roles as a Regular during battle.

Marine - a particular unit of specially-trained soldiers present within all well-eqipped militaries are the Marines. Marines are trained to be adept at fighting both in space and on land. They are expert at Ship-to-Ship fighting and performing Strike Drops onto planets from orbit. Marines are, however, expensive and require specialised equipment to reach their full potential.

Science - not normally included in militaries as most planets will be able to hire civilian scientists for the infrequent instances when their expertise is required. However, operating on the unknown fringe as you are, a scientist could come in handy. Able to identify and list the effects of any local anomolies that you might come across, the Scientist is also capable of performing Medic duties (albeit with nowhere near the skill of a normal Medic) and Engineer/Technician abilities (again with nowhere near the skill). His main use to you is that he is able, especially with a Technician and an Engineer, to come up with new, specialised equipment to suit your needs.

Skirmisher - the Skirmisher specialises in scouting ahead of your main force and establishing vanguard patrols. Skirmishers are adept and staying unseen. For optimum effectiveness they should be equipped with light armour and weaponry. Skirmishers are also good at identifying enemy forces from a distance, enabling them to aid Intelligence Officers, and at making planetary drops. Skirmishers make excellent snipers when equipped with the appropriate equioment, and given a little experience, and are also useful as artillery spotters.

Artillery Gunner - Artillery is still a vital part of any military force, though it is not necessarry for small Mecenary Companies. It is, however, highly advisable to include at least some light artillery (such as mortars) in any force of over a hundred men in size. Artillery Gunners are the soldiers that man such artillery. They can each carry a normal weapon each (though this may encomber them when moving with their equipment), but will not stand against Regular troops in sustained combat.


(NB: Although there's a lot there already, I have the nagging feeling at the back of my head that I've left a few potential goodies out. Feel free to make suggestions)

Having selected the Grade of Training and Class of your particular soldier, you then figure out how much you must pay initially as his 'hiring cost'. You work this out by adding his Grade of Training by his Class. The prices are listed below:

Green - 100 Credits
Enforcement Trained - 200 Credits
Militia Trained - 600 Credits
Ex-Proffessional Soldier - 1000 Credits
Proffessional Mercenary - 1200 Credits
Ex-Black Ops - 5000 Credits

+

Regular - 100 Credits
Heavy Weapons - 150 Credits
NCO - 400 Credits
Officer - 800 Credits
Vehicle Driver - 300 Credits
Pilot (air) - 400 Credits
Pilot/Crewman (space) - 500 Credits
Signaller - 300 Credits
Intelligence - 800 Credits
Medic - 400 Credits
Vehicle Officer - 1000 Credits
Space Naval Officer - 1200 Credits
Engineer - 450 Credits
Techinician - 550 Credits
Quartermaster - 350 Credits
Marine - 450 Credits
Science - 800 Credits
Skirmisher - 200 Credits
Artillery Gunner - 400 Credits

E.G: An Ex-Proffessional Military Marine would cost 1000 Credits + 450 Credits = 1450 Credits
__________________
`The Root of evil Avarice,
That damn'd ill-natur'd baneful Vice,
Was Slave to Prodigality,
That Noble Sin; whilst Luxury
Emply'd a Million of the Poor,
And odious Pride a Million more.'

-The Grumbling Hive: or, Knaves Turn'd Honest, Bernard Mandeville

Last edited by No Dachi; 7 Oct 2003 at 16:25.
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