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Unread 9 Oct 2003, 20:26   #51
flapjack
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Re: Mercenaries: Dark Void

i can always change if there are more missions
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Unread 10 Oct 2003, 07:03   #52
Zappa Tenderlea
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Loyalist Forces - Looking for regular combat troops for month-long Contract. Any form of Company able to perform frontline ground combat is suitable

ME: Zappa Tenderleaf
Performance enhancer - 4000
Yakachi MLP 2040 - 4*1200 masterpiece
Wellard Arms High Velocity Assault Rifle - 4*300masterpiece
Wymen Personal Communicator - 100
Yakachi Laser Sight - 200
Yakachi Thermal Indicator - 400
Field Medpack - 200
Grenades - 2*50
all but mpl and rifle are regular

1st Soldier: Jack O'Briann
Militia trained - 200
Officer - 800
Heavy Power Armour - 2000
Halberman Armour Penetration Rifle - 4*1000 mastercraft
Wymen Personal Communicator - 100
Halberman Presicion Scope - 100
Yakachi Laser Sight - 200
Grenades - 2*50
[/b]all but rifle are regular[/b]

2nd soldier: Sarah O'Connor
Enforcement Trained - 200
Medic - 400
Light Battle Armour - 200
Wymen Personal Communicator - 100
Basic Surgeon's Tools - 400
Advanced Surgeron's Tools - 2400
Innoculation Kit - 2400
all regular

3rd soldier: Jonathan O'Folley
Enforcement trained - 200
Skirmisher - 200 =24000
Light Battle Armour - 200
Wellard Arms 'Wolf' Pistol - 4*200[/b]mastercraft[/b]
Halberman Schlagholz Mark V Sniper Rifle - 4*850mastercraft
Wymen Personal Communicator - 100
Halberman Presicion Scope - 100
Yakachi Laser Sight - 200
Halberman Muzzle Surpressor - 250
Field Medpack - 200
Grenades - 50
all but sniper and pistol are regular

Name: Salomon Rushdi
Type: Militia-Trained Vehicle Driver - 900 C
Armour: Light Battle Armour (Average) - 200 C
Equipment: Wymen Advance Personal Communicator (Average) - 500 C
Weaponry: Halberman Mk III Heavy Pistol (Average) - 600 C
(Sub total: 2200 C)

----
Driving/Crewing:

Yakachi Advanced AFV (Average) - 5500 C
-Medium Laser Cannon (Average) - 8000 C
-Light RF Laser (Average) - 4000 C
-Basic Sensors (Average) - 400 C
-Blend Generator - 6000 C
(Sub total: 23,900 C)

---

Name: Jeffrey Black
Type: Militia-Trained Vehicle Driver - 900 C
Armour: Light Battle Armour (Average) - 200 C
Equipment: Wymen Advance Personal Communicator (Average) - 500 C
Weaponry: Halberman Mk III Heavy Pistol (Average) - 600 C
(Sub total: 2200 C )

Name: Collin Saunders
Type: Militia-Trained Marine - 1050 C
Armour: Medium Battle Armour (Average) - 400 C
Equipment: Wymen Personal Communicator (Average) - 100 C
Field Medpack (Average) - 200 C
Yakachi Laser Sight (Average) - 200 C
Yakachi Thermal Indicator (Average) - 400 C
Weaponry: Wellard Arms EAC Rifle (Average) - 800 C
(Sub total: 3150 C)

Name: Percival O'Buckney
Type: Militia-Trained Marine - 1050 C
Armour: Medium Battle Armour (Average) - 400 C
Equipment: Wymen Personal Communicator (Average) - 100 C
Field Medpack (Average) - 200 C
Yakachi Laser Sight (Average) - 200 C
Yakachi Thermal Indicator (Average) - 400 C
Weaponry: Wellard Arms EAC Rifle (Average) - 800 C
(Sub total: 3150 C)

Name: Jean Baptiste De l' Etranger
Type: Militia-Trained Marine - 1050 C
Armour: Medium Battle Armour (Average) - 400 C
Equipment: Wymen Personal Communicator (Average) - 100 C
Field Medpack (Average) - 200 C
Yakachi Laser Sight (Average) - 200 C
Yakachi Thermal Indicator (Average) - 400 C
Weaponry: Wellard Arms EAC Rifle (Average) - 800 C
(Sub total: 3150 C)

Name: Morrigan O'Malley (f)
Type: Militia-Trained Marine - 1050 C
Armour: Medium Battle Armour (Average) - 400 C
Equipment: Wymen Personal Communicator (Average) - 100 C
Field Medpack (Average) - 200 C
Yakachi Laser Sight (Average) - 200 C
Yakachi Thermal Indicator (Average) - 400 C
Weaponry: Hernston Smith Surpression Gauss Gun (Average) - 1800 C
Wellard Arms High Velocity Projectile Rifle (Average) - 250 C
(Sub total: 4400 C)

Name: Kerrigan O'Doyle (f)
Type: Militia-Trained Heavy Weapons - 750 C
Armour: Heavy Battle Armour (Average) - 600 C
Equipment: Wymen Personal Communicator (Average) - 100 C
Yakachi Thermal Indicator (Average) - 400 C
Field Medpack (Average) - 200 C
Weaponry: Halberman Heavy Infantry Machine Gun Mk I (Average) - 3000 C (operated jointly with other HW)
(Sub total: 5050 C)

Name: Chris O'Connel
Type: Militia-Trained Heavy Weapons - 750 C
Armour: Heavy Battle Armour (Average) - 600 C
Equipment: Wymen Personal Communicator (Average) - 100 C
Yakachi Thermal Indicator (Average) - 400 C
Field Medpack (Average) - 200 C
Weaponry: Halberman Heavy Infantry Machine Gun Mk I (Average) (operated jointly with other HW)
(Sub total: 2050 C)

GRAND TOTAL: 43,250 C
REMAINING CREDITS: 21,450 C

Name: Miles O'Ryan
Militia trained Pilot - 1000 C
Wymen personal communicator - 100 C
Weaponry: Halberman Mk III Heavy Pistol (Average) - 600 C

piloting:
Thoran engineering condor GAF - 20000 C

taking out loan of 250 C
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Unread 10 Oct 2003, 08:13   #53
No Dachi
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Re: Mercenaries: Dark Void

Zappa
Minimum loan is 10,000 C.
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`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.'

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Unread 10 Oct 2003, 16:58   #54
No Dachi
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Re: Mercenaries: Dark Void

Xelath Ranii
A sparsely populated desert world on the inward edge of the fringe. An important trading post that is undergoing a serious period of political strife. Several militant guerilla groups calling for an end to the current, corrupt regime that supports close links with Earth have recently been stepping up terrorist activities in and around the capital (population: 4 million, the only major settlement on the planet). With Xelath Ranii having no military and only small police force, most of the attacks are focused against the two Earth Military bases there. The guerillas have recently begun to attack mining settlements out deep in the desert, and are rumoured to have their own mining operations producing raw materials which are being smuggled off the planet by freelance traders. Loath to risk its own forces, the Earth Colonial Authority has been hiring out mercenaries to defend the mines and break up rebel mining operations. The rebels have also been hiring out mercenaries with the funds earned from mining, smuggling and ransom money. The fighting is bloody and dangerous but also well payed. The guerillas and the Earth Military have been fighting eachother largely without rules.

Available Contracts
Earth Military - seeking any combat Mercenaries for offensive operations against guerillas. Experienced (i.e, training grade 4 or higher) men preferred. 4 mission Contract.
Earth Colonial Authority - 20,000 C reward for successful capture of a guerilla leader. Will be payed upon delivery of live captive.

Free Traders' Alliance - seeking experienced Mercenary Company to guard FTA assets on the planet. Contract duration is one month. Antiterrorism expertise is required.

Rebel Guerillas - seeking experienced Mercenaries to perform no-questions-asked missions. Must be prepared to do anything for their money. Three mission Contract.

Other Contracts
These are spread out across the galaxy. They tend to be better one-off payed than the planet Contracts, but transport costs increase as you'll have to move again to find more work.

Yakachi Corporation - Mercenary Company with marine expertise required for security duty on trade ship to Earth Sphere. Ship leaves from station, transport costs not necesarry. The Company will be dropped off at the first settlement reached within the Sphere. Payment will be made upon successful arrival in the Sphere.

Fringe Traders' Alliance - Mercenary Company needed as extra guard for gun-running trip to Cortana system. Company will also be required to accompany the ship on its outward jounrey to Ta'aniset (medium sized fringe trading world, FTA headquarters). This is a two-mission Contract (inward, then outward). Payment for both will be made upon safe arrival at Ta'aniset.

Earth Colonial Authority - 10,000 C reward for fringe gang-boss Louis Monatiano, last seen on Yusashan (high-population world on the inward edge of the fringe). Reward will be made payable on proof of death or capture (if the suspect is captured alive and bought to an ECA station, a 5,000 C bonus will be issued).
Earth Colonial Authority - research fleet bound for Illisana (small ice world, research outpost, outward edge of fringe) requires additional security personnel for passage through the Cortana system and Irenian Cloud (nebula, hunting ground for pirates). 12,000 C for successful arrival at planet of Horanna (agricultural world, out past the Irreniean Cloud), where the Company will be deposited.

Earth Military - 16,000 C for successful return of (in-tact) advanced naval drone stolen by pirate forces around a month ago. Pirates are suspected to be at Ullanor attempting to sell the drone. They must not be allowed to. An additional 8,000 C will be provided for the capture of one of the pirates responsible. The drone must be returned in one piece. (Ullanor is a rotten cess-pool of a world full of pirates and 'the bad kind' of Mercs. It isn't a nice place).
Earth Military - an intelligence officer headed for Yusashan on official business will require an escort for his two-week stay on the planet. 18,000 C will be payed upon his safe return to Earth Military Outpost Fringeward Guardian. The Company will arrive here to accompany the officer to Yusashan.
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`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
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Unread 10 Oct 2003, 17:14   #55
Hewitt
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Re: Mercenaries: Dark Void

Quote:
Originally Posted by No Dachi
Xelath Ranii

Available Contracts
Earth Military - seeking any combat Mercenaries for offensive operations against guerillas. Experienced (i.e, training grade 4 or higher) men preferred. 4 mission Contract.
ooc: Ding! That'll do me I think. - I'll do some proper posts later; kinda concentrating on one thread at a time atm.
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Unread 10 Oct 2003, 17:31   #56
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Re: Mercenaries: Dark Void

ooc: do we provide own starter posts or do we get, yknow, info first
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Unread 10 Oct 2003, 19:39   #57
Planetkiller II
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Re: Mercenaries: Dark Void

Earth Military - 16,000 C for successful return of (in-tact) advanced naval drone stolen by pirate forces around a month ago. Pirates are suspected to be at Ullanor attempting to sell the drone. They must not be allowed to. An additional 8,000 C will be provided for the capture of one of the pirates responsible. The drone must be returned in one piece. (Ullanor is a rotten cess-pool of a world full of pirates and 'the bad kind' of Mercs. It isn't a nice place).

The Phoenix Core signs up for this mission.
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Unread 10 Oct 2003, 19:40   #58
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Re: Mercenaries: Dark Void

Fluffie and Neo... Together in a room, a cheap and not too clean motel room. The others were spread around the station, either catching up on sleep, eating something or just enjoying some free time off.

Either way, the dude in charge, Herr Fluffie had noticed the funds go dramatically low. Wait, dramatically? They had a loan that needed paying, badly..

So that was why he and Neo were staring at the screen of the laptop, looking at the list of available contracts around. There were a number of jobs around, but only two or three Fluffie felt like putting himself and his troops (he would think 'men', but then again, he has some women () too, eh?) into. Damnit. A mercenary with feelings.

The downfall already begins.

Bad start.

But enough of that, lets keep to the thread, eh?

"Neo, send a message to the.. Earth Military HQ that is in control of the situation around Cortana IV. Tell them we'll do their airmissions for a week or two, like their contract says... But we'll need their air vehicles and pilots, as well as a downpayment in front to pay for our transports."

"Aye sir."

"And make it a nice, friendly message, right?"

"As always. Don't cha worry, cap'n."

"And be sure to give them an.. adress of sorts they can reply to this time. We missed out that one time, remember?"

And then Neo started ignoring Fluffie again. One mistake and it would probably be held against him the rest of his life.

Oh well..

Typer-de-typy-type-type, hello Earth HQ.. Blabla...
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Unread 11 Oct 2003, 04:02   #59
Zappa Tenderlea
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then that's what I loan, obviously. rest goes onto bankaccount :P
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Unread 11 Oct 2003, 15:13   #60
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Re: Mercenaries: Dark Void

Law Enforcement
For bounty hunting-type missions, the ECA will grant you temporary status as a law enforcement officer. This grant allows you to commit what would normally be considered crimes in the name of the law (i.e, murder, manslaughter, etc). Temporary law enforcers are not given a completely free chain, and if you are found abusing the privilege there will be severe consequences.

Flapjack
You quickly apply your Company for Earth Military's contract and then wait. Within thirty minutes, you recieve a return communication from Earth Military Regional Headquarters accepting your application and, with you now being officially under the command of the Earth Military, ordering you to proceed immediately to Cortana IV. Upon arrival at the Flagship Strike Carrier Temeraire you will be given your first mission.

Phang
Assuming you did go for the Yakachi mining job:

You send an application via MercNet to Yakachi, and just ten minutes later have recieved a reply from the commanding officer of a Yakachi trade ship currently docked with the station. He instructs you on behalf of the Yakachi Security Force to procede by your own means to a Yakachi Mining Subsidiaries resource depot on the outskirts of the Cortana System, from where you will be taken planetside.

Zappa
You send off your Company's application for one of the frontline combat Contracts. It takes around half an hour before you recieve a reply from the Earth Military. Thankfully the reply fully accepts your Company's offer, and orders you to procede to Cortana IV immediately by your own means. You (personally) are to rendevous with Commodore Justine of the Flagship Strike Carrier Temeraire, commander of the Earth Space Naval task force at Cortana IV. Once there you will be given your mission instructions.

Hewitt
You decide that your Company is well-suited to one of the Earth Military's offers concerning Xelath Ranii, and apply for the position. You recieve a return transmission accpeting your Company within the hour. The return reply officially enters you into the Earth Military as a temp, and instructs you to procede by your own means to Xelath Ranii and report to Lieutenant General Utara Smith of the Earth Military in the planet's capital. He will give you your first mission.

PK
Within just ten minutes you recieve a reply from an Earth Colonial Authority patrol corvette passing through the system. The commander of the vessel grants you temporary status as a law enforcement officer of the ECA, instructs you to procede as you see fit, and wishes you good luck; all on behalf of the Earth Colonial Authority.

Fluffie
It takes a fair amount of time for a reply to arrive from the Earth Military, but after two hours you do recieve one. 4000 C is payed up-front to cover your transport costs, though whoever composed the reply doesn't seem too happy about it, and your request for the loan of an air transport is granted (minor costs incurred by the transport in your service will be deducted from your end payment). You are instructed to procede to Cortana IV immediately by your own means, and there to report to Commodore Justine, commanding the Earth Space Naval task force at the planet.
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`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
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Unread 11 Oct 2003, 15:33   #61
flapjack
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Re: Mercenaries: Dark Void

*flapjack goes to find some cheap transportation for him and his team, once he does he proceeds towards the strike carrier to get his mission*
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<Walrus> Let's all poke him next time he appears.
<Heiro> I think that is wise, Master Walrus

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<Gryffin> they should be here!
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Unread 11 Oct 2003, 16:14   #62
No Dachi
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Re: Mercenaries: Dark Void

Flapjack
Did you read the rules regarding transport? I want to see you keeping track of the transportation costs...
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`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
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Unread 11 Oct 2003, 16:22   #63
flapjack
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Re: Mercenaries: Dark Void

hmm, i believe that would be 500cr of transport costs if i take the cheap route, i don't believe i have enough money for the expensive route so i'll have to take the cheap route

*flapjack pays the 500cr for transportation costs, leaving him with exactly 900cr*
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<Walrus> Let's all poke him next time he appears.
<Heiro> I think that is wise, Master Walrus

<Gryffin> ungrateful wretches
<Gryffin> they should be here!
<Gryffin> so I can grace them with my presence
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Unread 11 Oct 2003, 17:04   #64
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Re: Mercenaries: Dark Void

As soon as the reply comes in, everyone is notified. Good byes are said to people they met up with, meals are quickly finished and their gear is more than just swiftly gathered, checked and packed in.

Fluffie sends everyone minus Timothy and Gent to go and haul the equipment and asses to the Merchant transport Fluffie hired some space on. He knows it ain't a popular means of transport and thus sends Tim and Gent to see if they can quickly go and get something that'll make the trip more enjoyable.

(Received: 4,000 C
Had 700 C
Merchant transport: 1,500 C
'Enjoyment' spendings ?)

Hopefully not much later, the group is well on their way to.. a.. combat zoneness.
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Unread 11 Oct 2003, 19:31   #65
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Re: Mercenaries: Dark Void

*PK payed for the earliest transport available. It happened to be a merchantman, costing them 700C total. Perhaps it was just as well that it was cheap, for the budget was already stretched a little thin. The crew wouldn't find it too uncomfortable though, they'd had worse. He sent a message through his APCom, letting the others know to meet him at the vessel directly. Soon, they'd be having some fun...*
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Unread 11 Oct 2003, 22:25   #66
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Re: Mercenaries: Dark Void

/ooc Finally \o/ ooc/

Jake Tremain – “Hero” - 21,400c
Military Performance Enhancer Suit – 8,000c
- Military EMP Resistance – 800c
Military Hernston Smith Suppression Gauss Gun - 3600 C
Military Wellard Arms EAC Rifle - 1600 C
- Military Halberman Precision Scope - 200 C
- Military Halberman Muzzle Suppressor - 500 C
- Average Yakachi Thermal Indicator - 400 C
Military Dual Halberman Mk III Heavy Pistols - 2400 C
- Military Dual Halberman Muzzle Suppressors - 1000 C
- Average Dual Yakachi Laser Sight - 400 C
Military Field Medpack - 400 C
Military Personal Transceiver - 100c
Military Wymen Advanced Personal Communicator - 1000 C
Military Grenades (6) – 200c
Mastercraft Combat Knife – FREE

Alexander Drummed – “Aristocrat” - 14,500c
Ex-black Ops - 5000c
NCO – 400c
Military Medium Power Armor – 2800c
- Military EMP Resistance – 800c
Military Wellard Arms EAC Rifle - 1600 C
- Military Halberman Precision Scope - 200 C
- Military Halberman Muzzle Suppressor - 500 C
- Military Yakachi Thermal Indicator - 800 C
Military Personal Transceiver - 100c
Military PT Receiver - 800 C
Military Field Medpack - 400 C
Military Wymen Advanced Personal Communicator - 1000 C
Military Grenades (3) – 100c
Mastercraft Combat Knife – FREE

Alicia Roberts – “Fix-It” – 15,550c
Ex-Black Ops - 5000c
Engineer - 450c
Military Medium Power Armor – 2800c
- Military EMP Resistance – 800c
Military Advanced Explosive Kit – 2000c
Military Yakachi AS-140 Laser Rifle - 2400 C
- Military Halberman Precision Scope - 200 C
- Military Yakachi Thermal Indicator - 800 C
Military Wymen Advanced Personal Communicator - 1000 C
Military Personal Transceiver -100c
Mastercraft Combat Knife – FREE

Sarah Trent - “Ghost” - 19,600c
Ex-black Ops - 5000c
Skirmisher – 200c
Military Blend Armor – 5000c
- Military EMP Resistance – 800c
Military Wellard Arms SR-4J 'Foxhunter' Rifle (Scope & Silencer) - 2000 C
- Military Yakachi Thermal Indicator - 800 C
Military Yakachi MLP 2040 - 2400 C
Military Prox Detector Net - 800 C, 10-use
Average Sensor Disruptor Beacon - 1000 C
Military Field Medpack - 400 C
Military Personal Transceiver -100c
Military Wymen Advanced Personal Communicator - 1000 C
Military Grenades (3) – 100c
Mastercraft Combat Knife - FREE

Nicolas Volkov - “Bear” – 17,850c
Ex-black Ops - 5000c
Heavy Weapons -150c
Military Heavy Armor – 4000c
- Military EMP Resistance – 800c
Military Yakachi RFM-224 Type A Lightweight Minigun - 6000 C
- Military Yakachi Thermal Indicator - 800 C
Military Personal Transceiver -100c
Military Wymen Advanced Personal Communicator - 1000 C
Mastercraft Combat Knife – FREE

Alfred Macintosh – “Nerd” – 28,250c
Ex-black Ops - 5000c
Technician – 550c
Military Blend Armor – 5,000c
- Military EMP Resistance – 800c
Military Military Laptop - 12000 C
Military Wellard Arms High Velocity Assault Rifle - 600 C
- Military Halberman Precision Scope – 200
- Military Halberman Muzzle Suppressor - 500 C
- Military Yakachi Thermal Indicator - 800 C
Military Personal Transceiver -100c
Military Wymen Advanced Personal Communicator - 1000 C
Military Grenades (3) – 100c
Military Mobile Interface Bug - 800 C
Military Wymen Basic Sensor Unit - 800 C
Mastercraft Combat Knife - FREE

Timothy Calhoun – “Raccoon” -5,800c
Ex-Professional Soldier - 1000c
Quartermaster – 350c
Average Medium Power Armor - 1400 Credits
- Average EMP Resistance – 400c
Average Wellard Arms EAC Rifle - 800 C
- Average Halberman Precision Scope - 100 C
- Average Halberman Muzzle Suppressor - 250 C
- Average Yakachi Thermal Indicator - 400 C
Military Personal Transceiver -100c
Military Wymen Advanced Personal Communicator - 1000 C
Mastercraft Combat Knife – FREE

Xavier Dumont – “Brains” – 5,300c
Ex-Professional Soldier - 1000c
Intelligence – 800c
Average Medium Power Armor - 1400 Credits
- Average EMP Resistance – 400c
Average Halberman Mk III Heavy Pistols - 600 C
Military Personal Transceiver -100c
Military Wymen Advanced Personal Communicator - 1000 C
Combat Knife – FREE

Thomas Cartwright – “Bones” – 18,950c
Ex-Professional Soldier -1000c
Medic -400c
Military Light Power Armor - 2000c
- Military EMP Resistance – 800c
Average Halberman Mk III Heavy Pistol - 600 C
- Average Halberman Muzzle Suppressors - 250 C
Military Personal Transceiver -100c
Military Wymen Advanced Personal Communicator - 1000 C
Military Advanced Surgeon’s Tools - 4800 C
Military Medicinal Drugs Unit - 3200 C
Military Inoculation Kit - 4800 C
Combat Knife - FREE



Total: 146,400

+ 3,600 Commercial Transport to Cortana IV

Grand Total: 150,000c




/ooc I'll be taking the Separatist offer, thank you very much. ooc/
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Unread 11 Oct 2003, 22:46   #67
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Re: Mercenaries: Dark Void

cool, i get to kill inspectre



[edit]
btw, free combat knives?
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Unread 11 Oct 2003, 23:08   #68
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Re: Mercenaries: Dark Void

Recieving the MercNet reply, Boss frowned. Damn these bureaucrats and theit tight-fisted ways. Ah well; c'est la vie. At least the squad could catch that research fleet once the mission was completed. Pulling up a ship manifest, Boss noticed a ship bound for Cortana and deposited a thousand credits in the holder's account. He sighed. Money was tight these days.
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Unread 12 Oct 2003, 10:13   #69
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Re: Mercenaries: Dark Void

/ooc Yup, combat knives. As in, worthless pieces of sharp pointy things that should kill people, but don't due to their armor. Hence, they are free. Don't think you can get any, however . . . they're mine, all mine! As for fighting, you think you can take my 1337 tr00p0rs, you lil' ball of fluff? :-p Actually, I should have qutie a bite of fun - I get to fight you, Zappa, & flappy. I have only one thing to say . . . . bring it. bring it all. ooc/


Earth. You'd think those Sol-born jack*sses would wisen up after awhile, but they're still the same greedy pigs as they always were, burying their heads in the muck to suck up that last dime. And just like they abuse their colonies, they abuse their employees. I know, because I used to work for those self-centered *ssholes. Any mess an Earth dignitary made by p*ssing on the wrong guy, we were sent in to clean up. We were the ghosts of the Earth government, Terran Black Operations.

Despite what we went through for those morons, their pay sucked and the benefits were non-existant. So, what's a highly-skilled soldier to do in this messy, war-torn universe? Quit their day job and go mercenary, which is exactly what I and my team did. Oh, and we also "borrowed" a few funds from Earth, just to get us started. Too bad we have no intentions of paying that 100,000c back. Of course, loosing money of any kind generally makes the Earther pigs get a bit p*ssy, so you need to figure a way to get out of paying them back. Death usually works as a way out, and that's exactly the way we took. Not a permanent death, of course, just a suitably messy "accident" so that everyone we used to work for believes we're dead.

Unfortunately, talk is cheap, and real weapons cost a lot of money, so we had to take out an additional 50,000c loan from an intergalatic bank. I think we'd better pay those guys back, and fast. Looks like its time to go to work.



Location: Fringe Outpost 8-B

Jake strolls down one of the many corridors of Fringe Outpost 8-B station, idly fingering his combat knife. Although the station was reasonably safe due to the presence of several thousand marines, Jake prefered having insurance, which explainned the dual heavy pistols riding in two shoulder holsters.

Although Jake had heavier weapons available, he had left them back at his room, figuring the two pistols should make short work of any idiot too dumb enough to let live, and the noise of gunfire should bring the attention of the local marines, who should take care of any prepared idiots who were too dumb to let live.

Although he and his team had been on the station for only a day, Jake was already growing antsy. He prefered to be in the thick of the action, and although there was no shortage of work for mercenaries around here, none of the jobs had looked right so far.

Spying a MercNet terminal a few feet ahead, Jake shrugged and decided it was time to try his luck for the day. Walking up to the terminal, Jake touched its screen and activated the terminal.

"Hmmm . . . . what's new in this galaxy of pain and suffering today . . . Cortana IV . . . and Xelath Ranii. Ick . . . never going back to that sandy *sshole of the galaxy, ever again. Alright, who's buying on Cortana . . . . Earth, rebels, and miners. Earth, rebels, and miners . . . it's always Earth, rebels, and miners. Why doesn't the main pacifist group on a planet need protection, or little-green men pop out of some asteroids somewhere and look for some help conquering mankind."

A familiar voice startled Jake out of his siloquoy.

"Ah, Jake, there you are. So what's on the agenda for today? Still looking for some work?"

Jake turned to address Alexander Drummed, his executive officer, and personal pain-in-the-*ss.

"As I matter of fact, I am. Why doesn't your Lordship come over here and lift a finger to help me?"

"What a capital idea . . . I was trying to figure out how to help the peasantary. Telling you what to think sounds like a great way to start."

With a snort Jake turned back to the MercNet terminal and selected Cortana IV, bringing up all of the available jobs for that planet.

"Have a look . . . . I think we'll be taking a little trip to this dust ball for our debut performance."

"Hmm . . . a nice military coup turned civil war . . . you always had such great taste."

"Yeah, and right now I want to make a nice salad of greens for us."

Alex reached over Jake's shoulder, tapping on the screen and calling up the information on the Loyalist offer.

"Well, we could always go back to working for Earth . . . that would certainly be ironic, would it not?"

"Oh yeah . . . . real bright idea. Why don't you just walk back into Terran Black Operations HQ and shout, "Hello everybody, I'm back! That was some funny sh*t, making you guys think I was dead, eh? And uh . . . don't worry about that 100,000c I stole from you guys . . . I have a plan to pay it all back!"

"Ok, you're right. Maybe working for Earth isn't such a bright idea . . . we both know the pay sucks, anyway. How about the miners?"

"Hmm . . . that's one option, I suppose . . . . "

Alex took a step back from his old friend, and began to eye him suspiciously.

"Jake, you aren't really thinking about hiring out to the Cortana IV separatists, are you?"

"As a matter of fact, I am."

"Wonderful . . . so it's get shot at dawn without a trial, instead of after one?"

"We won't get caught . . . anyway, I doubt we'll stay for too long. And once we're on the planet, we can always find another employer of the separatists can't appreciate our services. Make the arrangements, Alex."

"Sigh . . . fine. But you're cleaning up your own messes this time."

"Yeah yeah."


*The Shadow Company signs up for Cortana IV, Separatist Mission
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Unread 12 Oct 2003, 12:01   #70
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Quote:
You send off your Company's application for one of the frontline combat Contracts. It takes around half an hour before you recieve a reply from the Earth Military. Thankfully the reply fully accepts your Company's offer, and orders you to procede to Cortana IV immediately by your own means. You (personally) are to rendevous with Commodore Justine of the Flagship Strike Carrier Temeraire, commander of the Earth Space Naval task force at Cortana IV. Once there you will be given your mission instructions.
alright lads, we've got the money for now, so lets travel with class....

*pays the 6850 credits for transport, leaving him with 3000 credits*

damn... that was rather expensive... anyway.... let's get some rest till we get there...
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Unread 12 Oct 2003, 12:16   #71
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Re: Mercenaries: Dark Void

hehehehe, so i get to shoot at inspectre's mercs if they get to close

*flapjack cleans his rifle on the way down to cortana, then loads the weapon and makes sure it's ready to put a hole in heavy armor, he doesn't try tough because of the fact that a hole in the ships hull isn't funny*
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Unread 12 Oct 2003, 18:24   #72
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Re: Mercenaries: Dark Void

Quote:
Originally Posted by No Dachi
Hewitt
You decide that your Company is well-suited to one of the Earth Military's offers concerning Xelath Ranii, and apply for the position. You recieve a return transmission accpeting your Company within the hour. The return reply officially enters you into the Earth Military as a temp, and instructs you to procede by your own means to Xelath Ranii and report to Lieutenant General Utara Smith of the Earth Military in the planet's capital. He will give you your first mission.
ooc: I'll do char histories another time... but quick names for now:
Pilot - Jack Ramsey 'The Rabbit'
Engineer - Mark Henderson 'Mr H'
Quartermaster - Fiona Perkins 'The Foxy Ferret or Triple F'
Intel Guy - Robertson Mcleod 'Shadow Stalker or Double S'

At some nameless spacebar on the lower levels of the Fringe Outpost 8-B five companions discuss their latest contract...

Jack: We're going where!?

Hewitt: Xelath Ranii.

Mark: And me without any sunglasses...

Fiona: Gimme a few creds and I'll get you some.

Robertson: How about getin' another round sweetcakes? I could pay you later when we're in transit... *wink* *wink*

Fiona: *grimaces* You forgot to say please... pind.ck.

Mark: Heh heh heh.

Robertson: Shut up H.

Mark: Looks like a lonely night for you tonight eh? *grins*

Robertson: I SAID, shut u-

Jack: Um guys? back to being sent to a desolate wasteland... doesn't this bother anyone!?

Robertson: *grumbles incoherently*

Jack: I mean we're talking 18 hours of intense sunlight a day...

Fiona: You know I always considered getting a tan.

Jack: ...sandstorms so fierce they can rip flesh from the bone...

Mark: Hmm... that reminds me. Excuse me, I have to go check up on the air filters before our trip... *leaves to inspect the aircraft*

Jack: ...and let's not forget the sheer crappiness of the place in general...

Hewitt: *chuckles*

Jack: And everyone's OK with that!? I mean come on! Why not Cort-

Hewitt: Because Cortana IV doesn't have much of a role for us.* Finishes his beer.* Relax Rabbit, this 'desolate wasteland of sheer crappiness' ain't as bad as it sounds.

Jack: Ain't as bad as it sounds!? Your nuts aren't you boss?

Hewitt: *Becoming serious.* Look, there's wide open spaces, at least two well fortified bases that I know of where we will most likely be stationed AND the contract specifically specifies that we'll be taking on an offensive role, which as you know is perfect for us.

Jack: Yeah, yeah... easy money, I know... I still don't have to like it.

Hewitt: *Nudges his co-pilot* Mate, you have no idea what you'll miss if don't come alone...

Jack: *grumble* I hate the heat *grumble*

Hewitt: Rabbit. Can you say 'no bikini'?

Jack: Huh? *ponders this seemingly out of place question for a few seconds before coming to the obvious conclusion* Really?

Fiona: *Also comes to the same conclusion.* You perv on me kid and you'll live to regret it.

Jack: *Stares at Fiona* REALLY!? *Grins evilly*

Fiona: I MEAN IT! You and Shad's both.

Robertson: Heh, boss I'm starting to like the sound of this place... *grins at fiona*

Fiona: GAH!

Jack: Hehehe...

Hewitt: Alright peeps that's enough discussion - already most people in this bar now know where we are going... Anyway, now there's no more arguement we can start getting things ready. Ferret, look around and see if you can find us some suitable transport - cheap if you can, but not nasty. I don't want to have to travel with medical waste EVER again.

Jack: *shudders from the memory*

Fiona: *blushes*

Hewitt: Shad's...

Robertson: Yeah boss.

Hewitt: See what you can pick up during our short stay hear. I'm mainly after intel on the situation on Xelath Ranii but anything of interest would be useful. Jack and I will head back to the hanger to make sure our bird's ready for transport. That all clear enough for ya?

Fiona: Crystal.

Robertson: What she said.

Hewitt: Alright then, report back to the hanger in three hours. Happy hunting.

*The remaining mercs go off to perform their various tasks... after skulling their beers of course.*
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Unread 13 Oct 2003, 18:33   #73
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Re: Mercenaries: Dark Void

All
I've forwarded some of you to the fighting already, pay your transport fees next post.

Note that for conveniance I'll be referring to your different characters in your different posts by username rather than character name.

---

Day 2

Cortana System

Flapjack
The voyage via Merchantman takes no less than two days. It's a fairly large ship, a heavy freighter (roughly equates to a destroyer), and form what you can see is running heavily armed against pirates and other such interference. In the cavernous hold of the vessel, you see several other Companies from the Outpost are apparently heading for the same destination as you. They are Zappa, Fluffie, Inspectre and Phang. Unfortunatly you have no way of knowing which side they'll each be fighting for. Wouldn't do you a great deal of good anyway. Mercenary in-fighting in ship holds is one of the many things forbidden by the unwritten Mercenary rules.

A few rendevous stops once you are within the system, and two of the other Companies have departed. This leaves yourself, Fluffie and Zappa. Finally, you see the grey-green orb of Cortana IV out of one of the grubby portholes, with a number of gleaming silver shapes suspended in the space above it, apparently the Earth task force. You disembark onto an armoured shuttle, which then takes you to the Temeraire. You meet with the Commodore, who seems to be somewhat terse with stress from trying to co-ordinate the operation, and sends you down to the surface almost immediately. There, are a reasonably small military base behind the friendly lines, you are given your first mission.

---

Mission One: Earth Military, Black-Ops Contract, Cortana IV
-Mission Type: Reconaissence/Sabotage
-Danger Level: Medium
-Payment: 5000 C, 2000 C potential bonus


Naval Intelligence has recieved disturbing news from one of our agents among the Separatist ranks that they may have produced a prototype transatmospheric missile with outside help from an unidentified third party. Contact with our agent was lost shortly after word of this reached us, but not before he could give us the location of the research base developing the missile. We'll deploy you from high altitude dropshuttle, where your team will combat drop to the ground approximately two kilometres from the base, undetected. From here you will infiltrate the base through whatever means are possible, and therein verify the agent's last report. If you do see evidence of the missile prototype and judge your team capable of destroying it, then do so. 5000 C shall be credited to you upon successful completion of the mission, and an additional 2000 C should you destroy the prototype.

---

The drop goes successfully, and your Company drops into the jungle surrounding the base seemingly undetected. Your move from here...

Fluffie
Tim and Gent meet the rest of your Company in the hold moments before the Merchantman is scheduled to disengage from the station. Between them, they seem to be carrying a bit of extra stuff...

Tim: We managed to catch a booze-trader selling off some stuff at discount. Apparently he was headed for one of the Moslem systems and needed to get rid of it. I got hold of eight crates for 50 C...ah, 'fraid I'll need you to cover the expenses there Cap'n...

The beer, which is Earth-brewed according to the label, lightens up the two day trip for you. The merchant vessel is pretty big, and you spot several other Companies from the Outpost aboard. They are Flapjack, Zappa, Inspectre and Phang. You have no way of knowing which side the various other Companies are intending to fight for, and most of the time are happily too drunk to care. The Merchantman continues at full speed toward Cortana, and once you've passed through the edge of the system stops briefly at some kind of Yakachi space station, before continuing inwards. It briefly stops again at an FTA station before reaching the planet of Cortana IV. The planet is large and beautiful to behold, with the heavily moist atmosphere showing grey over the green foliage that covers most of its surface. A couple of Earth Space Naval ships hang suspended in the exosphere above the planet. At this moment, a couple of Earth Marines turn up and invite you aboard an armed shuttle docked with the Merchantman. From here you are taken aboard the Temeraire where you meet with the Commodore. The meeting is short, and the rather ill-tempered man directs you and your Company to a transit shuttle, which in turn takes you to the surface to a behind-lines supply base. A maglev train then takes your Company to what would appear to be an airbase. An Earth Military Colonal gives you the details of your first mission...

---

Mission One: Earth Military, Airmobile Contract, Cortana IV
-Mission Type: Raid
-Danger Level: Medium/Low
-Payment: 5000 C


Our division recently routed two divisions of Separatist infantry, who are retreating back through the mountains toward their safe ground. We have several armoured battalions chasing them back, but the tanks are vunerable without air support, and we can't provide this because the Separatists have got a battalion of artillery in the mountains, complete with AAA guns. We need you to deploy your Company behind their front lines and destroy one of the AA batteries. Intelligence indicates that the battery is heavily defended but also that they aren't expecting an attack, so you'll hold the element of surprise. The gunship will drop you in some forest and then evac fast to avoid enemy interceptors. Once you've completed the mission, you need to get to the extraction point where we'll take you out. The extraction point will be marked with a flare dropped by a strike fighter. We have artillery superiority in the area, and we've placed a heavy gun battery at your disposal for this mission. Radio your orders back and they'll level whatever is at the co-ordinates in question. Be warned that we can't mask the transmissions so chances are you'll be detected as soon as you make use of it. Destroy all twelve AAA guns and you will be credited 5000 C. We may up the payment if you do a post of recon whilst there. Any intelligence data you can pick up would also be helpful (charts, codebooks, datapads, etc).

---

Next day, your Company loads up into the transport gunship, which takes off almost immediately. It's a bumpy ride as the pilot takes you through a narrow valley to avoid the enemy sensors, then inserts the Company in a patch of thick forest via droplines. The battery is around a kilometre to the north.
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Unread 13 Oct 2003, 18:34   #74
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Re: Mercenaries: Dark Void

All
Will do the rest later/tomorrow.
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Unread 13 Oct 2003, 19:13   #75
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Re: Mercenaries: Dark Void

Fluffie/FJ
I said you saw Inspectre in the hold when you actually didn't, he has more money than you scum so he took more expensive transport. I do apologise.

PK
T'would help if you told me where you were going?
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Unread 13 Oct 2003, 19:29   #76
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Re: Mercenaries: Dark Void

well i could've seen him. i was drunk right out of the roof of me skull, right?>
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Unread 13 Oct 2003, 21:55   #77
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Re: Mercenaries: Dark Void

*flapjack quickly activated his blend suit and so did the rest of the team. Spotting a small ridge not far away flapjack signalled for Dot and Monk to get onto the ridge and setup there*

*after Dot and Monk disappeared trough the dense foliage flapjack signalled for scope, boomer and netgrade to follow him as they made towards the enemy base*
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Unread 14 Oct 2003, 08:07   #78
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Re: Mercenaries: Dark Void

Wherever I'm supposed to be going for that satelite thing would seem appropriate.
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Unread 14 Oct 2003, 16:51   #79
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Re: Mercenaries: Dark Void

Day 2

Ullanor

PK
After hitching a ride in the hold of a freighter heading for the system, your men settle down for an uncomfortable journey. You can't see any other merc-types camping out in the hold, but you see a number of refugee families, apparently heading oto the fringe beyond Ullanor, to one of the frontier planets. The merchantman is quite literally armed to the teeth, with a number of mean-looking Marine mercenaries in the Captain's employ prowling about. It would have to be heavily armed if it was going within twenty light years of Ullanor. Paradim ((on this note, you may want to re-arm this particular trooper. Intelligence officers are non-combatants, giving him a performance-enhancer suit isn't really worth it seeing as in a combat situation he's likely as not dead anyway)) spends most of the first day of the voyage giving you some intel on Ullanor and the naval drone you're meant to be retrieving.

Paradim: "Ullanor is a cess-pit, sir. The only people there are gangsters, pirates, 'bad' mercs and smugglers. The planet's like a candle to a bunch of moths to them, there are over forty million people on the planet, living under no law except that which the mob bosses give them. Gang wars explode in the capital's streets night and day, mostly between the planetary gangs and the big interstellar gangs trying to muscle in. Earth Military steers clear of it, the ECA only sends its best agents or bounty hunters after targets on it; none of the trading conglomerates have their shipping lanes anywhere near it - not even Yakachi or the FTA. It'll be hell trying to find the pirates - the only way I can think of to do it is to pose as potential buyers to draw the drone out."

At this point, a bright flash of light from outside the ship glares through the portholes, throwing the room into sharp relief. Quiver is on his feet in seconds.

Quiver: Missile blast, the ship's being attacked.

As if on cue, you hear a static-ridden voice speak over the ship's com speakers.

"Attention, attention, we are under attack by three unidentified vessels. General Quarters, repeat, all crew to General Quarters immediately, this is not a drill."

The piercing shriek of the General Quarters alarm reverberates through the hold, you can hear booted feet slamming down on the deck above your heads. Looks like you found combat sooner than you thought. Paradim gets to his feet slowly.

Paradim: Orders, sir?

Your Company stands around you, weapons ready, an island of calm within the panic gripping the other denizens of the hold.

Cortana

Phang
The journey to Cortana lasts two long, uncomfortable days. There seem to be quite a few Mercs headed the same way as you, you identify the other Companies' leaders as Flapjack, Fluffie and Zappa. You spend most of the dull hours in the merchantman's hold in easy conversation with your men. The sight of your Company fills you with pride; they're lean, mean killing machines to the last man. A lot of the conversation revolves around guessing which of the other Companies is fighting for which side, and what kind of missions each soldier is hoping for.

After two days are up, you notice a single star growing gradually brighter and brighter untill you see it as a glowing orb through the porthole. The freighter begins to pass through the system's Oort Cloud an hour or so later, and aftert that the first thing you see is a large gas giant, with three moons. As the merchantman draws nearer and nearer to the planet, you see that the third 'moon' is actually a space station. Closer still, and you see it has Yakachi Mining Subsidiaries markings on its hull. The merchantman drifts lazily toward one of the station's docking arms, making contact with a barely-perceptible shudder. Moments later, a crewmen of the merchantman ushers you and your Company through the airlock and onto the station, where you are met by a low-ranking Yakachi executive of some kind. He bows before speaking.

Executive: Good afternoon. It is 3:16 PM standardised time in this system and you may wish to adjust your timepieces as such. I am Assistant Regional Executive Asakimoto Muramasa and will be acting as your laison and Intelligence Officer for the duration of your Contract with the Yakachi Corporation. If you will excuse my rudness, we must hurry you on to a planet-bound freighter now. The Earth Space Navy will only allow 2 half hour periods for travel to and from the planet per day, and the second of these oeriods is fast approaching. We will have to smuggle you in to avoid detection. Once on-planet, you will be given your first mission.

Your are hurried into the cramped hold of the mining freighter, the inside of which is covered in silvery bauxite residure, for an uncomfortable but mercifully short trip to Cortana IV. You pass through the Earth blockade without event, and are planetside within two hours of disembarking from the merchantman. At Yakachi's planetary headquarters, a purpose-built settlement roughly in the centre of its network of mines, you are given your first mission.

---

Mission One;: Yakachi Mining Subsidiaries, Mine Protection
-Mission Type: Ambush
-Danger Level: Medium/High
-Payment: 10,000 C upon satisfactory completion. Will be raised or lowered depening on results.


We are expected an attack on Mine 2-A6 by a team of Separatist raiders. The raiders will be posing as Earth Military in an attempt to generate friction between ourselves and the task force. The raiders' objective is to steal several tonnes of bauxite via cloaked air transport and destroy the mine with a team of well-trained special force ((not Black Ops standard)). You must repel the attack with minimal damage to the mine and capture at least four of the Separatist soldiers in the process. The captives will be handed over to us for interrogation. Do not allow the Separatists to escape with any bauxite, but do not feel obliged to prevent the transports from attempting an escape; we have an interceptor squadron on stand-by to shoot them down as they flee. An ambush at the mine is the best approach to the defense as the enemy force will outnumber you considerably (we believe the special forces detachment to consist of around 60 men, with the transports able to provise basic air support). You will be inserted secretly today in order to avoid enemy surveillence learning of your presence, and will set up your ambush at the end of the day, after the workers have left.

---

Later that day, your Company stands easy in the centre of the lobby for the mine. Each mine has an above-ground and below-ground section. The above-ground areas are decorated as finely as any multiplanetary corporation's headquarters whilst the below ground sections are twisting warrens of mining tunnels. The lights are currently out. The computer systems have been turned over to your control, and a small sensor tower will warn you of the approaching enemy five minutes prior to their landing. You have approximately one hour to prepare the reception...
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Unread 14 Oct 2003, 17:51   #80
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Re: Mercenaries: Dark Void

Day 2

Cortana

Inspectre
Your Company loads up onto the merchantman, heading for Cortana to fight for the Separatists - though Drummed still isn't convinced about the wisdom of your choice of sides. He immediately cheers up once he spots the mode of transportation - a small, fast passenger clippership bound for Cortana IV as a refueling point for a further trip outward to the frontier. It's FTA-owned and is policed by a good number of FTA Marines (the best in the business), so you don't have to worry about pilots either. Settling down into their plush seats, the men mostly settle down to watch movies, but Brains subjects you to a lengthy intelligence briefing.

Brains: "Cortana IV isn't going well for Earth. The Earth Military forces on the ground are outnumbered and getting worn down by sheer weight of numbers. It's costing them financially in terms of equipment and politically in terms of presitge and human losses. They're desparate and relying more and more on their orbital superiority to pull themselves through. They can't bring in reinforcements because they're too much distracted by the free worlds, and in peacetime mode don't have enough troops to police their borders and quel rebellions of this kind; they're overstretched. That said, the ground troops on Cortana IV are grizzled veterans and all proffessionals, and they have a substantial number of special forces - and mercenaries - on their side. There are four other merc Companies heading their from the Outpost. Leaders are...Fluffie, Phang, Flapjack and Zappa. Phang seems to be employed by Yakachi to protect their mining operations but the rest are all either Loyalist or Earth Military employed, and they won't be the only mercs there either. The Separatists are desparately short of well-trained men such as ourselves and you can expect them to pay more for our services than Earth would. Unfortunatly it will also be more dangerous and we can't count on having air or artillery support..."

He trails off, then yawns tiredly.

Brains: "I'm beat, think I'll catch some sleep."

The rest of the voyage passes uneventfully, and a day after leaving the station the passenger clipper comes to a stop on the edge of the system. You feel a slight shudder going through the ship, followed by shouting form up ahead. Moments later, two Separatist Marines walk through the door form the crew compartment.

Marine 1: "Shadow Company? On your feet, we're here to smuggle you through the blockade."

You are ushered out of the clipper by the nervous crew and onto a small freighter crewed by clearly-military personnel. It doesn't take many brains to figure the ship is cloaked. After an uneventful passage through the blockade, you are taken to an extensive subterranean base deep underneath a chain of mountains and allowed a day of rest, which raises the morale of your Company more still. After this day of recuperation, you are given your first mission by a Brigadier General who is apparently chief of special forces.

---

Mission One: Cortanian Separatist Rebels, General Combat
-Mission Type: Reconaissence/Sabotage
-Danger Level: High
-Payment: 10,000 C upon completion of base objectives, potential 2,000 C bonus


The Earth Military has a heavily-fortified airbase at the tip of their divisional-scale advance toward our regional base of operations in the chain of mountains 200 kilometres to the west of this position. From the airbase, they are able to airdrop special forces and air mobile elements behind our forces, desparately trying to rally in the foothill valleys to hold off the assault. We are planning a large raid this evening at 2200 hours involving four special operations units, of which your Company is one. You will be deployed via stealth transport gunship on different sides of the base, from where you will commence your attack. You will recieve 10,000 C as base payment once the base's runway and hangar facilities have been destroyed as well as the radar anc control towers. A 2,000 C bonus is also available for killing the base's commander (Wing Commander George McCallistair). Once the objectives have been completed to your satisfaction, disable the AA defenses through whatever means possible and prepare for quick-evac via the stealth gunships. Be forewarned that the gunships will not hang around should you not reach the evac point on time.

---

At 9 PM that evening, your Company loads onto an old-looking Yakachi transport gunship that appearsto have been adapted to carry a stealth coating and Blend Generator. It lifts off with an almost alarming lack of noice and streaks forward toward the Earth lines. After around twenty minutes of travel, the Gunship comes to a hover over a jungle clearing. Your Company deploys via zip lines, and watches the blurred shape of the gunship leave. At this point you hear a voice in your ear.

Brains: "Good evening all. You are currently two kilometres to the south of the base. Keep an eye out for Earth Military infantry on patrols. The jungle is thick and there are no roads between you and the base, so no need to worry about armour or mechanized infantry."

Zappa+Hewitt
Apologies for the delay, you will both be DMed tomorrow.
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Unread 14 Oct 2003, 19:51   #81
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Re: Mercenaries: Dark Void

ooc// hmm... I was under the impression that they would all be able to fight (though some better than others), but would just be better trained in different fields. I'll think about changing him. //ooc

"Make ready to fight. I think we could offer this vessel our assistance. I want to find out what exactly is going on though, so we'd better find someone with clearance."
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Unread 15 Oct 2003, 17:04   #82
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Re: Mercenaries: Dark Void

Day 2

Cortana

Zappa
Your Company loads up into the rather spartan hold of the merchantman for an uncomfortable but affordable trip to the Cortana system. You can see a number of other Companies also (apparently) heading for the planet, their leaders being Fluffie, Flapjack and Phang. You keep your distance from eachother, and have no way of knowing which side each of you works for beyond wild guesswork. The voyage takes around two days. Once at the edge of the system, the merchantman stops briefly at a Yakachi Corporation station of some kind, and Phang's Company disembarks. Thereafter it's smooth sailing through the system to Cortana IV, a beautiful grey-green jewel, quite a large planet, watched over by the silvery shapes of several Earth Space Naval warships. You are transferred via armed shuttle to the Flagship Temeraire, where you are redirected to the Loyalist HQ, down on the planet's surface, by an armoured transit shuttle. You recieve a warm welcome from the senior command staff that meet you at the Loyalist HQ, and are taken aside for your first mission briefing whilst an orderly shows your men to their quaters.

---

Mission One: Cortanian Loyalists, General Combat
-Mission Type: Offensive Skirmish
-Danger Level: Medium
-Payment: 6,000 C upon successful completion, possible 3,000 C bonus


Coalition forces currently have the Separatists on the reatreat through a chain of mountains, heading toward their stronghold beyond the swamp flats in another chain of mountains further to the west. Around two months ago, when the Rebels were on the offensive, they captured the Lerran region from us. The Lerran Plateau is a large, flat depression deep in the mountains that contains some very fertile farmland. It was since settled by agricultural workers, but was too small in terms of population and importance, and too remote in terms of location, for us to defend. Now, however, High Command has decided that it would be a good political move to have our forces, rather than those of the Earth Military, liberate the area from the Separatists. Most of your Contract, if not all, will be spent clearing the way for this liberation to take place. The first step is a prospective raid. The village of Cartfaellon lies on the edge of the plateau near where the mountains begin to rise again, situated on either side of a stream. Using air transport we will deploy your Company a kilometre from the village, from where you will launch an attack. Artillery bombardment combined with special operatives have already disabled most if not all of the enemy AA capability, and much of the heavy equipment, so hopefully you will be able to capture the village completely. We are also aware thanks to Earth Military intelligence that a Separatist general is present within the village. Capture him and you will be awarded a 3,000 C bonus. After the attack is complete you will be extracted via transport gunship whilst our intelligence staff comb the remains for information. The purpose of the raid is to see how the Separatists will react to an attack on the region.

---

Later that day, you and your somewhat nervous Company are sitting in the bowels of the transport gunship. You hear the pilot's voice:

Pilot: "ETA 2 minutes, prepare for drop."

You hear a deafening roar rise above the steady whine of the gunship's engines, and through the bullet-proof windows see two Loyalist strike fighters streak past. Miles O' Ryan is currently flying escort for the gunship.Two minutes and a half later, and your fully-assembled Company, with the eception of Miles, is on the ground and awaiting orders. Miles contacts you via your personal communicator.

Miles "I'll circle the town and tell you what I can. Call me in if you need some firepower."

Xelath Ranii

Hewitt
With Xelath Ranii being roughly the same distance from the Outpost as Cortana IV, the voyage by merchantman takes around two days. It's a rather uneventful trip, with no other mercenaries or indeed passengers to accompany you, and Robertson spends a lot of time lecturing you on the situation.

Robertson: "This is going to be dangerous.The guerillas aren't respectable, they don't comply with the rules of warfare and they're perfectly prepared to conduct crime in order to fund their activities. They've got a hell of a ransom racket going. We'll be looking at some very bloody, close-range fighting more likely than not, because the guerillas are pretty fanatical about what they're doing. We also can't expect much help from Earth as they're busy holding the ground they have - they don't have enough troops on the planet for their own offensives. Should pay well, though..."

After the two days of rather uncomfortable travel in the merchant's hold, you arrive at Xelath Ranii. You see only two warships orbitting the planet, and are taken to the ground by a civilian shuttle. This is a brush war, not a major one, and it isn't particularly glamourous in any sense of the word. Earth Military HQ is a run-down hotel in the capital city, where you are met by the rather overwraught looking Lieutenant General Smith. After bitching for several minutes about how he is completely unable to conduct any form of effective military operation with the meager number of troops at his disposal, he gives you the details of your first mission.

---

Mission One: Xelath Ranii, Earth Military
-Mission Type: Raid
-Danger Level: High/Very High
-Payment: 12,000 C upon successful completion, possible 4,000 C bonus


We have recieved word from several reliable sources that a top guerilla leader is currenty staying in an inn in the town of Yrekaran, approximately 350 kilometres to the south of here along the Maglev line. Your mission is to either kill or capture this official. For capture and safe return to our headquarters of the official you will recieve an additional 4,000 C bonus, but it is ill-advised. The town will be full of plain-clothes guerillas, likely heavily armed, albeit with outdated weaponry, but we have been assured that they have no AA capability. Once your objective is complete, procede to the roof of the inn where you will be extract by gunship. Aside from the gunship we will provide no additional air support as we have been informed you have your own. You may deploy wherever you choose, but be warned that the town is entirely hostile toward our cause and will undoubtedly support the guerillas once the shooting starts.

---

The following day, you and your Company (minus Jack) are in the heavily-armed gunship heading for Yrekaran. As you sit and watch the barren desert landscape pass by through the armoured window, you hear the pilot's voice in your personal communicator.

"ETA is ten minutes, where do you want us to insert you? We've got zip lines so you'll be able to deploy into the streets or onto the roof with ease, but bear in mind this isn't a blender and they'll start shooting as soon as they see us, so stealth isn't much of an option unless we drop you outside the city."

Robertson sits quietly, watching the ground pass by in the same way that you were. Apparently the pilot asked you and you alone...
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That damn'd ill-natur'd baneful Vice,
Was Slave to Prodigality,
That Noble Sin; whilst Luxury
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-The Grumbling Hive: or, Knaves Turn'd Honest, Bernard Mandeville
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Unread 15 Oct 2003, 19:37   #83
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oi! I payed the maximum price, and took the good transportation! don't you be putting me with then rats like fluffeh :P
/ooc

will fill in reply tomorrow, gtg sleep now :P

what's wrong with me? sleep at 8:30 :S
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Unread 15 Oct 2003, 20:41   #84
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Re: Mercenaries: Dark Void

Boss wasn't one to waste time.
"Boys and girls, listen up. THis is what we're going to do. We're going to rain holy hell upon these raiders from the highest floor. Junior, i want you to do two things: get all the mine access doors sealed to as great an extent as you can manage, and then toy around with Shark's bike so it can be controlled remotely. Merlin, that'll be your job.
Remember, we want to be killing them as they come. As soon as the first of them get in here, open fire. A wall of bullets is a bit of a thing to try to work round.
Nails, start building some explosives. A few set off around the door at an appropriate time will tkae a fair few of 'em out. Inspector, monitor the comms; as soon as you get a signal, tell us. We need as much info as is available.
Shark, find somewhere quiet and load up. Nails, you, Kaiser and the Domestics
(ooc: The Domestics are me combat marine chappies. Puppy, Kitten, Hamster and anyone I add.) will have to be ready to jump. The suits can take it, but anyone under the fast-moving, heavily armoured, laser-death-spewing, HEAVY object isn't going to have a picnic.
Remember, they need some captives, so ..y'know, try to land on them rather than kill them. And..in a less deadly sort of way if you can. Erm. Anyway, remember we need captives. Got it? Good. Get to work."

He removed his helmet and sighed. If only they had some tear gas....oh well. Time to wait, and watch.
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Unread 15 Oct 2003, 21:42   #85
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Re: Mercenaries: Dark Void

Quote:
Originally Posted by Zappa Tenderlea
oi! I payed the maximum price, and took the good transportation! don't you be putting me with then rats like fluffeh :P
/ooc

will fill in reply tomorrow, gtg sleep now :P

what's wrong with me? sleep at 8:30 :S
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If anyone is dissatissfied with any aspect of my DMing, please feel free to exact brutal revenge on Fluffie.
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That damn'd ill-natur'd baneful Vice,
Was Slave to Prodigality,
That Noble Sin; whilst Luxury
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And odious Pride a Million more.'

-The Grumbling Hive: or, Knaves Turn'd Honest, Bernard Mandeville
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Unread 15 Oct 2003, 21:46   #86
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Re: Mercenaries: Dark Void

hmm, not even on you yourself ?

i was thinking, what is taking you with the DMing ? you busy at home or something ?
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Unread 15 Oct 2003, 21:55   #87
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Re: Mercenaries: Dark Void

Quote:
Originally Posted by flapjack
hmm, not even on you yourself ?

i was thinking, what is taking you with the DMing ? you busy at home or something ?

1)nothing
2)yes he is
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Unread 16 Oct 2003, 06:34   #88
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*files a formal complaint against the travelagency, wins the lawsuit, buys an a-bomb, sets the timer, and puts it under fluffie's matrass, then runs like diarria*


*stops, looks back, and grins at the mushroomcloud where fluffie used to be*
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Unread 17 Oct 2003, 16:06   #89
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Re: Mercenaries: Dark Void

POST, BITCHES, POST
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Unread 17 Oct 2003, 16:48   #90
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Re: Mercenaries: Dark Void

errr, i posted, a long time ago

*flapjack points up to his post*

this post:

*flapjack quickly activated his blend suit and so did the rest of the team. Spotting a small ridge not far away flapjack signalled for Dot and Monk to get onto the ridge and setup there*

*after Dot and Monk disappeared trough the dense foliage flapjack signalled for scope, boomer and netgrade to follow him as they made towards the enemy base*
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Unread 17 Oct 2003, 17:34   #91
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Re: Mercenaries: Dark Void

Try not to be quite so dense. If you've already posted then obviously it doesn't apply to you, fool.
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Was Slave to Prodigality,
That Noble Sin; whilst Luxury
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Unread 17 Oct 2003, 20:56   #92
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Re: Mercenaries: Dark Void

3 people have posted, so how about DMing them ?
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Unread 18 Oct 2003, 04:53   #93
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Mission One: Cortanian Loyalists, General Combat
-Mission Type: Offensive Skirmish
-Danger Level: Medium
-Payment: 6,000 C upon successful completion, possible 3,000 C bonus

Coalition forces currently have the Separatists on the reatreat through a chain of mountains, heading toward their stronghold beyond the swamp flats in another chain of mountains further to the west. Around two months ago, when the Rebels were on the offensive, they captured the Lerran region from us. The Lerran Plateau is a large, flat depression deep in the mountains that contains some very fertile farmland. It was since settled by agricultural workers, but was too small in terms of population and importance, and too remote in terms of location, for us to defend. Now, however, High Command has decided that it would be a good political move to have our forces, rather than those of the Earth Military, liberate the area from the Separatists. Most of your Contract, if not all, will be spent clearing the way for this liberation to take place. The first step is a prospective raid. The village of Cartfaellon lies on the edge of the plateau near where the mountains begin to rise again, situated on either side of a stream. Using air transport we will deploy your Company a kilometre from the village, from where you will launch an attack. Artillery bombardment combined with special operatives have already disabled most if not all of the enemy AA capability, and much of the heavy equipment, so hopefully you will be able to capture the village completely. We are also aware thanks to Earth Military intelligence that a Separatist general is present within the village. Capture him and you will be awarded a 3,000 C bonus. After the attack is complete you will be extracted via transport gunship whilst our intelligence staff comb the remains for information. The purpose of the raid is to see how the Separatists will react to an attack on the region.

---

Later that day, you and your somewhat nervous Company are sitting in the bowels of the transport gunship. You hear the pilot's voice:

Pilot: "ETA 2 minutes, prepare for drop."

You hear a deafening roar rise above the steady whine of the gunship's engines, and through the bullet-proof windows see two Loyalist strike fighters streak past. Miles O' Ryan is currently flying escort for the gunship.Two minutes and a half later, and your fully-assembled Company, with the eception of Miles, is on the ground and awaiting orders. Miles contacts you via your personal communicator.

Miles "I'll circle the town and tell you what I can. Call me in if you need some firepower."
------------------------------------------------------------------------------------------------------------

grand Miles, be sure to tell us everything, m'kay?

Jonathan, you know your job, scout ahead, and keep in touch. we'll be about 200 m behind you.

alright people, get in the transport, check your weapons, and get going

Jeffrey, Salomon, who be drivin' ?

Jeffrey: that'd be me sir.

good, get in, battlestations everyone, and follow Jonathan, at a distance. lock 'n' load and stuff like that
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Unread 18 Oct 2003, 11:19   #94
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Re: Mercenaries: Dark Void

Quote:
Originally Posted by Zappa Tenderlea
*files a formal complaint against the travelagency, wins the lawsuit, buys an a-bomb, sets the timer, and puts it under fluffie's matrass, then runs like diarria*


*stops, looks back, and grins at the mushroomcloud where fluffie used to be*
tee hee

somebody set me up the bomb :eek:

and about posting, i've just returned from a three day trip and will be gone for some more days soonish

unless ye'd want crap, i be not posting yet :\

sorreh

feel free to dm the others and do quick successive dm-ing for me later on only, if you want to keep the thread flowing and glowing ,ike a cute sugarbummed dachi though
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Unread 18 Oct 2003, 18:10   #95
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Re: Mercenaries: Dark Void

Captain 'Crazyboy'
Armour: Blend Armour - 2,000
Weapons: Wellard Arms EAC Rifle - 800 C
-Halberman Mk III Heavy Pistol - 600 C
Other: Wymen Advanced Personal Communicator - 500 C
-Halberman Presicion Scope - 100 C
-2 Halberman Muzzle Surpressor - 250 C
- Field Medpack - 200

Sargent John Miles, Sargent Marcus Stone
Training: Professional Mercinaries - 2,400
Class: NCO - 800
Armour: 2x Heavy Battle Armour - 1200 C
Weapons: 2x 'Wolf' Pistol - 400
- 2x Wellard Arms EAC Rifle - 1,600
Other: 2x Wymen Advanced Personal Communicator - 1,000 C
- 2x Halberman Muzzle Surpressor - 500 C
- 2x Field Medpacks - 400

Privates Manscuro, Tekka, West, Thompson, Jiles and Tali
Training: Ex Professional Soldiers - 6,000
Class: Artillery Gunners - 2,400
Armour: 6x Med Battle Armour - 2,400
Weapons: 6x Wellard Arms High Velocity Projectile Rifle - 1500 C
- 2x IPA-A60 Infantry Motors - 2,400
- 4x Flares - 80 C
- 4x Sensor Flares - 800 C
- 2x Sensor-Block Flare - 480 C
Other: 6x Wymen Advanced Personal Communicator - 3,000 C

Privates Tanya, Garrad, Hazzal, Tresky, Sarah, Mike, 'Earz', 'Tank', Percy, Jenkins
Training: Ex Professional Soldiers - 10,000
Class: Regulars - 1,000
Armour: 10x Heavy Battle Armour - 6,000 C
Weapons: 10x Wellard Arms EAC Rifle - 8,000
Other: 10x Wymen Advanced Personal Communicator - 5,000 C
- 10x Halberman Muzzle Surpressor - 2,500 C
-10x Halberman Presicion Scope - 1,000 C

Privates 'Hightower', 'Rock', 'Detruitus', 'Titan'
Training: Ex Professional Soldiers - 4,000
Class: 4x Heavy Weapons - 600
Armour: 4x Heavy Battle Armour - 2400 C
Weapons: 1x Yakachi RFM-224 Type A Lightweight Minigun - 3,000
- 1x Hernston Smith Heavy Anti-Tank Rifle - 2,800
- 1x Halberma AGL Mk II - 4,500
Other: 4x Wymen Advanced Personal Communicator - 2,000 C

Mercenary Doctors Donovon and Helski
Training: Professional Mercinaries - 2,400
Class: Medics - 800
Equipment: 2x Basic Surgeon's Tools - 800
- 1x Advanced Surgeon's Tools - 2,400
- 1x Medicinal Drugs Unit - 1,600

Private 'Mutt'
Training: Ex-Proffessional Soldier - 1000 C
Class: Signaller - 300 C
Armour: Heavy Battle Armour - 600 C
Weaponry: Wellard Arms EAC Rifle - 800 C
Equipment: Yakachi Advanced Coms Satchel - 600 C
-Halberman Presicion Scope - 100 C
-Halberman Muzzle Surpressor - 250 C

Privates 'Nightshade', 'Schatten' and 'Sombra'
Training: Ex-Proffessional Soldier - 3000 C
Class: Skirmishers - 600 C
Armour: 3x Blend Armour - 6000 C
Weaponry: 2x Wellard Arms EAC Rifle - 1600 C (Nightshade and Sombra)
Halberman Schlagholz Mk V Sniper Rifle - 850 C (Schatten)
Equipment: 3x Halberman Muzzle Surpressor - 900 C
2x Halberman Presicion Scope - 200 C (Nightshade and Sombra)
3x Wymen Advanced Personal Communicator - 1500 C

Wellard Arms General-Purpose Transport Aircraft - 18,000 C

Privates 'Foehammer' and 'AWOL'
Training: Ex-Proffessional Soldier - 2000 C
Class: Pilot (air) - 800 C

Private 'Little Susi'
Training: Ex-Proffessional Soldier - 1000 C
Class: Engineer - 450 C
Armour: Heavy Battle Armour - 600 C
Weaponry: Wellard Arms EAC Rifle - 800 C
Equipment: Wymen Advanced Personal Communicator - 500 C
-Halberman Presicion Scope - 100 C
-Halberman Muzzle Surpressor - 300 C
Advanced Tool Kit - 800 C
Advanced Explosives Kit - 1000 C
Explosives Defusal Kit - 1000 C

Lieutenant Remmington
Training: Ex-Proffessional Soldier - 1000 C
Class: Intelligence - 800 C
Armour: Light Battle Armour - 200 C
Weaponry: None
Equipment: None

Private 'Gear'
Training: Ex-Proffessional Soldier - 1000 C
Class: Technician - 550 C
Armour: Heavy Battle Armour - 600 C
Weaponry: Halberman Heavy Pistol Mk III - 600 C
Equipment: Halberman Muzzle Surpressor - 300 C
Civilian Laptop - 2400 C
Military Datapd - 600 C


144910 C total (50,000 C loan taken out)
=5090 C remaining

Earth Military - seeking any combat Mercenaries for offensive operations against guerillas. Experienced (i.e, training grade 4 or higher) men preferred. 4 mission Contract.

I'll take this mission
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I admit defeat...

Ghetto Master Ellis says:
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Last edited by Crazyboy; 18 Oct 2003 at 19:10.
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Unread 18 Oct 2003, 19:21   #96
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Re: Mercenaries: Dark Void

Xelath Ranii

Crazy
You recieve a return from Earth Military within the hour, and are ordered to progress to Xelath Ranii by your own means (be sure to pay the transport costs). Once there you meet the commander-in-chief of the Earth Military forces on the planet before being taken to an airbase, tucked away safely behind the Earth lines, from where you'll be able to operate. The Colonal commanding the Air Cavalry Regiment based at the airfield gives you your first mission:

---

Mission One: Xelath Ranii, Earth Military Contract
Mission Type: Assault
Danger Level: Medium/High
Payment: 10,000 C for capture of airbase, additional 2,000 C if runway is captured in-tact.


Satellite intelligence indicates that the guerillas have taken control of a civilian airfield in the mountains, and have turned it into a military installation. From it, they are using their limited air resources to hamper our progress in that area. Your Company is to airdrop onto the base and capture it, preferrably with runway in-tact (if this is accomplished you will be payed extra). You will be given no additional ground forces, but we will provide a flight ((3)) strike fighters as escort. The strike fighters are also permitted to act as close air support for you once the AA capabilities of the base have been destroyed. You will attack at evening. We expect the base to have substantial infantry defense, along with a small artillery contingent, but intelligence indicates few if any vehicles.

---

That evening, your Company is in the transport aircraft, awaiting the order to drop. You hear Foehammer's voice over your personal communicator.

Foehammer: "ETA is five minutes, sir. Satellite data reports that DZ is cool, but once we get within sensor range they'll know we're coming. Decide who you want to drop and who you want to stay with us."
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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.'

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Unread 18 Oct 2003, 19:49   #97
Crazyboy
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Re: Mercenaries: Dark Void

Transport Costs: 4,000

Money Left: 1,090

- - -

"Roger that Foehammer. Manscuro, West, Tekka, Thompson, Jiles, Tali (Art), Garrad, Hazzal, Mike and Jenkins (Regs). Drop outside the enemy base. Set yourselves up in artillery range. Keep yourselves hidden. We'll send you targeting information when we arrive.
Nightshade, Schatten and Sombra. I want you to drop with the artillery. Make your way towards the base. Support the artillery until you get within sight of the base. I want you to head in from behind and to take out as much of the enemy command as you can. Shoot only officers. Give any other information you can to the artillery. We want them to hit the infantry hard.
The rest of you. Get ready to land. They'll probably spot us heading in, so expect a hot landing. Once we land, our primary targets are the enemy artillery. Capture them if you can. But don't risk anything if you can't. Destroy them if they are a risk.
Donovon, Helski and Remmington, stay with the transport.
Little Susi, when we land, I want you to take out the AA emplacements. Tank and Earz will cover you. The rest of you, have a turkey shoot. Kill anything that moves and looks hostile."


*Crazy turned, facing away from his men, and watched out of the forward windows as the landscape shot below him. He heard the low whine of the rear doors opening, as the first of his Helljumper's squad disembarked their transport. The artillery would take a while to arrive and get in place, but it should provide some good covering fire once it was there. The transport continued on, racing as low as the pilots skill would allow. The whine of the rear door once again sounded in Crazy's ears, although muffled slightly. He turned, and walked past his men, towards the exit. He glannced back. All his men were lined up ready behind him. Foehammers voice came through the comms.*

"Dropzone dead ahead. Looks like we're coming in hot. Jump jump jump!"

*Before Foehammer had even finished speaking the first 'jump', Crazy was out of the transport and decending towards the target airfield, surveying it as he went.
His squad was dropping in behind the artillery emplacements, meaning they would have to turn to target them, and in an area mostly void of infantry defences. The satelite photo's had been very useful.*
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I admit defeat...

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Unread 18 Oct 2003, 21:59   #98
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Re: Mercenaries: Dark Void

/ooc The Doctor, Quartermaster, and Intelligence Officer stayed behind at the rebel base. The Quartermaster is going to try to find some good stuff to buy, like extra grenades and the like, and the intelligence officer is goign to fish around to see what else he can find out on the situation on Cortana. ooc/


Jake quickly makes his way out of the gunship and down to the ground. He double-checks the EAC rifle that is cradled in his hands, and signals for his squad to quickly form up.

"Alright ladies and gents, time for us to earn our paycheck. Let's show who's really going to win their war for them. Ghost, I want you up in front looking for enemy patrols. You see one, you let us know about them before you start popping 'em. Aristocrat, you're with me in the lead behind Ghost. Fix-It, you're behind us, Bear, you're behind her, and Nerd, you'll bring up the rear. Follow us at a good distance Nerd, so you can see any enemy patrols that manage to sneak up on us from behind, and have plenty of time to warn us about them. Just don't get lost from following too far back. Alright . . . let's move!"
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Unread 19 Oct 2003, 03:25   #99
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Re: Mercenaries: Dark Void

Quote:
Originally Posted by No Dachi
Day 2

Xelath Ranii

Hewitt
With Xelath Ranii being roughly the same distance from the Outpost as Cortana IV, the voyage by merchantman takes around two days. It's a rather uneventful trip, with no other mercenaries or indeed passengers to accompany you, and Robertson spends a lot of time lecturing you on the situation.

Robertson: "This is going to be dangerous.The guerillas aren't respectable, they don't comply with the rules of warfare and they're perfectly prepared to conduct crime in order to fund their activities. They've got a hell of a ransom racket going. We'll be looking at some very bloody, close-range fighting more likely than not, because the guerillas are pretty fanatical about what they're doing. We also can't expect much help from Earth as they're busy holding the ground they have - they don't have enough troops on the planet for their own offensives. Should pay well, though..."

After the two days of rather uncomfortable travel in the merchant's hold, you arrive at Xelath Ranii. You see only two warships orbitting the planet, and are taken to the ground by a civilian shuttle. This is a brush war, not a major one, and it isn't particularly glamourous in any sense of the word. Earth Military HQ is a run-down hotel in the capital city, where you are met by the rather overwraught looking Lieutenant General Smith. After bitching for several minutes about how he is completely unable to conduct any form of effective military operation with the meager number of troops at his disposal, he gives you the details of your first mission.

---

Mission One: Xelath Ranii, Earth Military
-Mission Type: Raid
-Danger Level: High/Very High
-Payment: 12,000 C upon successful completion, possible 4,000 C bonus


We have recieved word from several reliable sources that a top guerilla leader is currenty staying in an inn in the town of Yrekaran, approximately 350 kilometres to the south of here along the Maglev line. Your mission is to either kill or capture this official. For capture and safe return to our headquarters of the official you will recieve an additional 4,000 C bonus, but it is ill-advised. The town will be full of plain-clothes guerillas, likely heavily armed, albeit with outdated weaponry, but we have been assured that they have no AA capability. Once your objective is complete, procede to the roof of the inn where you will be extract by gunship. Aside from the gunship we will provide no additional air support as we have been informed you have your own. You may deploy wherever you choose, but be warned that the town is entirely hostile toward our cause and will undoubtedly support the guerillas once the shooting starts.

---

The following day, you and your Company (minus Jack) are in the heavily-armed gunship heading for Yrekaran. As you sit and watch the barren desert landscape pass by through the armoured window, you hear the pilot's voice in your personal communicator.

"ETA is ten minutes, where do you want us to insert you? We've got zip lines so you'll be able to deploy into the streets or onto the roof with ease, but bear in mind this isn't a blender and they'll start shooting as soon as they see us, so stealth isn't much of an option unless we drop you outside the city."

Robertson sits quietly, watching the ground pass by in the same way that you were. Apparently the pilot asked you and you alone...
ooc: Erm... I hate to punch holes in any potential plotline you've got setup for me but my squad was not designed as a ground troop. Also...

Thoran Engineering Vulture HGAF - 26,000 C
The Condor's big brother is a two-seater aircraft.

...which means since I have only one pilot listed I am the other pilot.

The most likely way my team would perform this kind of operation is Robertson would go in uncover and confirm the position of the target and then Jack and I would fly in and blow the crap out of it.... all the while my engineer and quartermaster wander the planet's capital looking for any bargains/info/stuff that maybe of use.
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Unread 19 Oct 2003, 12:59   #100
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Re: Mercenaries: Dark Void

Quote:
Originally Posted by Hewitt
ooc: Erm... I hate to punch holes in any potential plotline you've got setup for me but my squad was not designed as a ground troop. Also...

Thoran Engineering Vulture HGAF - 26,000 C
The Condor's big brother is a two-seater aircraft.

...which means since I have only one pilot listed I am the other pilot.

The most likely way my team would perform this kind of operation is Robertson would go in uncover and confirm the position of the target and then Jack and I would fly in and blow the crap out of it.... all the while my engineer and quartermaster wander the planet's capital looking for any bargains/info/stuff that maybe of use.
Fair enough. I (personally) wouldn't find it all that interesitng, but every man to his own, I guess. You'll be delayed by two days to allow for Robertson to infiltrate the guerillas' base.

Day Three

Xelath Ranii

Hewitt
At last, you are in the ****pit of your Thoran Engineering Vulture HGAF bomber, seated in the bombadier's position behind Jack, who is pilotting. The Company said its goodbyes to Robertson almost straight away as he was taken back into orbit by one of the shuttles, and then 'smuggled' into the guerillas' areas by a freelance trader who knew where the proper money was. Presently you are in the bomber and heading toward the village at high speed. Once near the village, you'll have to act fast, since the range of Robertson's APCom means that you'll only have three minutes of communication before you're likely to be detected b whatever sensors equipment the guerillas have set up.

Jack: "Estimated time untill we're in coms range is three minutes and counting, Hewitt. You got a plan? If so, now's the time to tell me so that I can alter my approach."

Jack is flying the Vulture low to pass under any long-range sensor screens that the guerillas might have up. Earth Military's intelligence informs you that there are no enemy air elements in the area to threaten the Vulture's safety, but Robertson wasn't there to verify these claims...
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`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
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