Build a merc group os similar.

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boxee
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Build a merc group os similar.

Unread post by boxee »

Build a merc company. Your company is investigating the west coast of North America. Rumors suggest King Robert Creed may be trying to set up a new kingdom far away from the CS.
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Re: Build a merc group os similar.

Unread post by Alrik Vas »

So like Mercenaries guidelines from said book, or just come up with a party?
Mark Hall wrote:Y'all seem to assume that Palladium books are written with the same exacting precision with which they are analyzed. I think that is... ambitious.

Talk from the Edge: Operation Dead Lift, Operation Reload, Operation Human Devil, Operation Handshake, Operation Windfall 1, Operation Windfall 2, Operation Sniper Wolf, Operation Natural 20
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Re: Build a merc group os similar.

Unread post by boxee »

Alrik Vas wrote:So like Mercenaries guidelines from said book, or just come up with a party?


Yes from that book, or you could build some other type of group like the traveling carnival from the vampire kingdoms first book.
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Re: Build a merc group os similar.

Unread post by say652 »

Just drug out the mercenaries book.

I'll try and keep the point cost low.
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Re: Build a merc group os similar.

Unread post by Daniel Stoker »

say652 wrote:Just drug out the mercenaries book.

I'll try and keep the point cost low.


Wait, you can do that? :p


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Re: Build a merc group os similar.

Unread post by boxee »

Daniel Stoker wrote:
say652 wrote:Just drug out the mercenaries book.

I'll try and keep the point cost low.


Wait, you can do that? :p


Daniel Stoker



Well yea I am sure he can make a great balanced mercenary company.
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Re: Build a merc group os similar.

Unread post by Alrik Vas »

I honestly don't think there are enough anti-monsters and ultra-crazies in all of SA to form the mercenary group he's got in mind. :P
Mark Hall wrote:Y'all seem to assume that Palladium books are written with the same exacting precision with which they are analyzed. I think that is... ambitious.

Talk from the Edge: Operation Dead Lift, Operation Reload, Operation Human Devil, Operation Handshake, Operation Windfall 1, Operation Windfall 2, Operation Sniper Wolf, Operation Natural 20
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Re: Build a merc group os similar.

Unread post by say652 »

Ghost Riders.
Symbol a riderless motorcycle.
109 point unit.
12 members.

Team Leader: Reptile level:10 MR:652, Rattlesnake Skin Paint Job.
7 MR:652'S all level:1.
Hidden units.
Flying snow. Special Forces.
Kevin Leemus. Special Forces.
Clyde Snell. Intelligence Resource.
Scorch. Intelligence Resource.

Secret sponsorship.
Open Wardrobe.
Medical Equipment.
Fleet Vehicles.
Basic Weaponry.
Basic Service.
Tight Security.
Partial Headquarters.
Spec ops Intel.
Nickel&Dime special budget.
Aberrant Alignment.
Criminal Activity: Special Forces.
Known Reputation.
Good Salary.


Normally the Bikes are the only members clients see and deal with.
If necessary Special forces are deployed discreetly.
Intelligence operatives always accompany the unit, normally unknown to clients.
Last edited by say652 on Thu Jul 30, 2015 6:26 pm, edited 1 time in total.
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Re: Build a merc group os similar.

Unread post by boxee »

Very nice job. Would like more info on the characters and how many members are there?
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Re: Build a merc group os similar.

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Flying snow and Clyde Snell are in the Blackvault, Kevin Leemus is a Megahero Alien Mutant Warlock, Scorch Experiment Spy. All are supers.
Flying snow is a supernatural creature.
Kevin is natural mdc.
Clyde and Scorch are hp/sdc with no psionic or magic abilities.

Normally Reptile and his Bikes are the only members people know about or deal with.
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Re: Build a merc group os similar.

Unread post by Daniel Stoker »

Alrik Vas wrote:I honestly don't think there are enough anti-monsters and ultra-crazies in all of SA to form the mercenary group he's got in mind. :P


As much as I joke he has come up with some pretty good stuff. Some pretty crazy "You should be playing in Nek's group" stuff too, but he does have some really fun and different ideas.


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Re: Build a merc group os similar.

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A robot "biker" gang.
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Re: Build a merc group os similar.

Unread post by Alrik Vas »

Daniel Stoker wrote:
Alrik Vas wrote:I honestly don't think there are enough anti-monsters and ultra-crazies in all of SA to form the mercenary group he's got in mind. :P


As much as I joke he has come up with some pretty good stuff. Some pretty crazy "You should be playing in Nek's group" stuff too, but he does have some really fun and different ideas.


Daniel Stoker

Hey, I approve of Say's creativity a great deal. Just saying is all. :P
Mark Hall wrote:Y'all seem to assume that Palladium books are written with the same exacting precision with which they are analyzed. I think that is... ambitious.

Talk from the Edge: Operation Dead Lift, Operation Reload, Operation Human Devil, Operation Handshake, Operation Windfall 1, Operation Windfall 2, Operation Sniper Wolf, Operation Natural 20
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Re: Build a merc group os similar.

Unread post by say652 »

The option to spend points on Intel and a special team was to good to pass up.
Original idea was a Dozen bikes that hire meat puppets to catch bullets and make the clients feel better about themselves for hiring robots to get the job done. Lol
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Re: Build a merc group os similar.

Unread post by say652 »

I am working on a larger all robot mercenary unit.
But, I may have to use phase weapons for combating supernatural threats since psionic or magic options are .Not possible.

New designs based around Three Galaxies technology on the way :D
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Re: Build a merc group os similar.

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Lionheart Commando
Company size: Free Company
Sponsorship: Government Northern Gun/Ishpeming

Commander: Cpt. Erland Sparrin, 11th level Special Forces OCC.
Erland spent decades as a “trouble shooter” for Northern Gun. A man trusted to go out into a dangerous land and see to the far flung interests of Northern Gun. Whether it was gathering information, sabotaging competitors, rescue stranded or kidnapped merchants, uncover corruption, or any from an entire laundry list of jobs, Erland did it, and did it better than most. Respected for his intelligence and instinct as mush as his fighting skills he became a team leader, trusted to command larger operations and pass his skills and tactics on to newer agents. He collected secrets, hidden and open stashes of wealth, favors. Time marches on however, and now Erland is deemed too old for field work by the higher ups of Northern Gun. Rather than accept a desk job or retire gracefully Erland decided he would strike out on his own. Raise a mercenary outfit around him and continue the fight against the enemies of mankind. He called in those favors, tapped those hidden caches of wealth, even threatened with a few secrets, and convinced execs in Ishpeming to sponsor his newly forming unit.
At 68 years of age Erland is getting too old for field work despite taking an effort to keep fit. As such he doesn't break out his Sidewinder power armor and mix it up in person all that often. None the less he's an intelligent and inspiring commander.
He's a tall sparse Caucasian man, mostly bald, with a sharp hooked nose and expressive blue eyes. He's got a bionic heart and hand from past injuries.

Officers and notable people.
Dr. Shea O'leary, 8th level Body Fixer.
Dr. O'leary is from the New West, which is where she originally met Erland. She traveled to the civilized Coalition States in order to advance her knowledge of medicine, where she married and started a family. Disgusted by the Coalition's treatment of non-humans, magic users, mutants, and just about anything not purebred human she moved first to Kingsdale, then, when the juicer uprising occurred and her husband was killed, north into Ishpeming where she and Erland re-kindled their old friendship. When Erland decided to start up a mercenary company she decided to offer her services as an experienced doctor. Her assistant is actually her 17 year old granddaughter Molly, the oldest and most adventurous of her 5 grand children.
Unlike some doctors O'leary has no trouble doing harm when harm needs doing, but avoids combat herself whenever possible.

Lt. Kaede, 9th level Momano Headhunter. Kaede is a veteran mercenary, and the official second in command. Erland hired her both for her experience in mercenary work as a business and for her experience when dealing with the supernatural. What he did not hire her for is her sterling personality. She's not mean or crude or anything, just colder than arctic ice, and driven in her pursuit of personal perfection and the destruction of supernatural evil. She leads Stone company.

Stepping Wolf, 5th level Wild Psi-Stalker.
Stepping wolf is the head of the Scout squad and the one who raises and trains the dogs that the Lionheart's use for tracking and security. Erland helped his tribe years ago, and was a friend to Stepping Wolf's father. Stepping Wolf's social skills can best be described as a work in progress. Outside his squad there are only a few people other than Erland that he even acknowledges. Partially it's because the young tribal is still dealing with some pretty severe culture shock. He'll stick it out though, he'd never shame himself by slinking back to his tribe so soon after boldly declaring his intent to go on a grand adventure.

Sgt. Crunch “the Mighty,” 6th level Grackle Tooth vagabond.
Crunch is an oddity. He's a grackle tooth that has been heavily augmented with cybernetics and bionics of alien origin some time in the past. Despite being a Grackle Tooth and all the bionics that enhance his already powerful body Crunch avoids fighting with a level of cowardice that hovers between funny and sad. Fortunately he's personable and reasonably intelligent, and serves well as the supply sergeant, keeping fuel in the tanks and bellies fed

Sgt. Cartwright, 6th level SuperSpy
Sgt. Cartwright used to be a lowlife crook in the Republic of Ishpeming's southern cities of Escanaba and Menominee. A combination sneak thief, low end fence, and smuggler, Cartwright was more of an annoyance to the local constabulary than a true danger. That is until a magical artifact came into his possession. Apparently it sort of fell into his lap, and no, the previous owner isn't around to ask about it. The artifact is a scarab about the size of a small plum, and made of shining black obsidian hiding rainbow hues in it's glossy depths. That same night, when he was assaulted by some of his fellow thugs looking to teach him a lesson, the scarab cut through his pocket and burrowed into his flesh, granting him strange powers over shadows and turning him into a light mega-damage creature.
Since then Cartwright's star has been on the rise. His skills have improved exponentially and he's now a respected officer in an up and coming mercenary band, leading the detached squad of dirty dealers known as cowl squad. If only those dang dreams would stop, everything would be shiny.

Other Notable characters: Lt. Doohan – 6th level Trimadore Techno-wizard (kooky), Lt. Hershel - 4th level human Phaeton Juicer (newly processed), Leroux - 8th level human mind melter (aberrant, exiled from Lazlo), Benfield Steele - 8th level Dog Boy Tundra Ranger (Polar company exec that refuses rank), Gencho Yosuke 12th level Demon Queller (probably the most dangerous man in the unit), Haylee Kinnit - 5th level mutant human Operator (communications officer, pacifist, Molly's best friend), Stavros Polexis - 9th level True Atlantean Mystic (leader of the group of about 30 true atlanteans that are part of the Lionhearts)


Outfits: Gimick Clothing.
Since the Lionheart Commandos need to be ready for anything a lot of money has been sunk into making sure that a wide variety of things from spy gadgets and low profile armor to heavy battle armor and scuba equipment. The lionhearts do have a uniform and insignia, but that's more for dress situations. Out in the field they usually don't want the enemy to know who they are.

Equipment: Electonic Supplies and Good Gear, Medical Clinic.
Dr. O'leary's hospital is one of the cargo pods in the salamander. Their medical team also has a small ambulance. In all the Commandos have 2 doctors, 5 assistants, and 2 EMT's.

Vehicles: Specialty Vehicles.
Erland managed to get discounts on a number of new and used NG products, including specialized transport and combat vehicles. As a result the Lionhearts ride in style. Their main transportation is a trio of Salamander hover trains, which can transport a significant portion of the Lionheart Commandos while still pulling cargo and Dr. O'leary's hospital.
For combat operations they have a good selection of cutting edge Northern Gun power armors as well as a scattering of other brands, but Robots are limited to only a pair of old Hunter Mobile Guns for fire support, since Erland feels big, clunky, obvious robots don't fit within the Commando's idiom or fighting style.
They even have a few Northern Gun prototypes that they are field testing, a situation that varies between scary and exciting depending on how reliable the prototype is.

Weapons, Power Armor, and bots: Advanced Weaponry.
While the armory isn't as extensively stocked as the Lionhearts might like (it never is), it is for the most part good quality durable Northern Gun and Wilks technology in good repair.

Communications: Full Range System.
Good secure communication is key to any military unit, especially one often operating in covert fashion.

Internal Security: Tight.
Perhaps not as tight as they would like, but not sloppy by any means. The Lionhearts have a number of trained dogs used by both the scout detachment and as an aid to internal security. Beyond that, it's fairly military standard with a few hidden bugs and spy toys to keep things interesting.

Permanent Base: None (yet). They have no permanent base as of yet, intending to keep working and on the move for the time being, but generally operate in the Michigan area. Because of their nomadic lifestyle keeping supplied can be difficult.

Intelligence Resources: Scout Detachment, Special Military Operatives, Psionic and Magic operatives.
An odd clannish group of magic users exists almost separate from the rest of the Lionhearts. Rumors abound, and the rank and file strongly suspect they're a family or clan since they are all unusually tall and have some similar features. In actuality this magical group are True Atlanteans. Exactly how they got to be a part of the Lionhearts and why they're there is not yet known.

Special Budget: Small potatoes.
Erland has sunk his entire personal fortune in this endeavor, and pushed NG as far as it will go for loans and discounts, so funds are relatively limited for now. Time to start making some money.

General Alignment: Anarchist and Unpricipled.
While he does care about the manner in which his men comport themselves, in the end he had to admit he cared more about ability than outlook. Recruitment followed suit. Anyone with severe or dangerous mental issues are rejected regardless of skill.

Criminal Activity:
Psychic enforcer. A mind melter who specializes in information “extraction.” He is generally feared and ostracized by the other Commandos.

Reputation/Credentials: Unknown. This is a newly formed mercenary company. Erland shopped them around on a couple of relatively easy break even jobs in order to cut their teeth so to speak. Season the new warriors, shake loose the dead wood, and let the unit gel. Now the Lionhearts are ready to start taking some real jobs and start building a reputation.

Salary:
Good Salary.
Erland is perhaps being a little foolish, paying as well as he is this early in the endeavor, but he sees it as an investment in good quality motivated staff.

Total: 124 points not counting freebies.

Unit breakdown: about 180 combat troops broken down into 4 platoons of 40 soldiers and 2 special squads of 10, with another 220 or so support personnel and family, half of which could be pressed into combat service in an emergency. While each group has their own specialty Erland has insisted they all have at least some proficiency in covert operations. As such they tend to avoid the most obvious and lumbering types of units like glitterboys or giants.
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Re: Build a merc group os similar.

Unread post by boxee »

spatulaodoom wow well done really great group. Good to see some solid backgrounds in there!
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Re: Build a merc group os similar.

Unread post by PSI-Lence »

damn i really want to make up some more now and i already have a dozen or so lol, i haven't kept the point sheets after i made them (some were probably made before i even had the merc book though) i tend to focus mostly on small groups so each member has a full character sheet (some are still works in progress, and there are even 100+ member groups i am determined to fill out character sheets for each lol)



Bad Blood
size (very) small +70
sponsor N/A +10 weapons, + 10 vehicles

total 87 (3 to spare)

an anti monster, D-bee, and, Magic team (though they do not advertise the latter two), they sell there monster/supernatural hunting services normally, but also have a reputation for going overboard (they do not capture targets ever, and when possible will atomize the target),they have a low but steady casualty rate (unknown to anyone else this is for the Carlin's "special diet requirements", sometimes the 'transfer of prisoners' is arranged by less scrupulous clients with no questions asked, other times 1-2 people just go 'missing' )

As much as they think they hide the D-bee/magic user killing (they try hiding it in hopes that d-bees will hire them, thus giving the team there exact location and sit by just waiting) word has gotten around, mostly to humans with a grudge against non-humans/magic users that see hiring them to do a job and as a free 'bonus' eliminating undesirables from the town, without anyone suspecting it to be a paid 'hit'

the team continues to get work because of how effective they are and the fact they work for a fraction of the cost of any other team, often less than a weeks wages of even a small town police force (unknown to anyone else is they would do the job even for free since they have very little in the way of expenses, and can more than cover that by what they take off D-bee corpses and sell)


leader/co-founder : Vanessa Carlin aka 'Blood shower' (looks 19 actually 30)
lv 8 secondary vampire former CS Ranger, as a novice ranger she missed an ambush that got most of her team killed, she was taken and turned by a secondary vampire, but eventually broke free and after roaming feeling alone she tracked down her family after 11 years to turn them, accidently killing her mother (a head R.S.C.G who used her pull to have her sons stationed with her), but turned her two brothers

second in command/co-founder: Anthony Carlin 'Coagula' age 30 (Vanessa's twin brother but now looks much older)
lv 5 secondary vampire (former CS technical officer) hates all non humans (vampires more than ever now), it was his idea to start 'bad blood' as a way to hunt down other supernatural 'abominations' by using the new powers to combat them directly (becoming slightly more tolerant of magic users and some CS outlaws, but still kills D-bee's on sight)

Grunt/captive: Shawn Carlin 'Hemogoblin' age 17
lv 2 wild vampire former CS grunt (in training) nearly mindless, but with the rare flash of lucidity (during two of these moments he has tried to kill himself), most often kept confined only to be let loose to fight or feed, normally naked as he rips and bites at his flesh destroying whatever clothing was put on him

support: Eric Ross 'bone shrapnel' age 21
lv 4 Cursed corrupt former CS grunt, Eric, being rather small and weak signed up to join the CS army to bulk up and fight for humanity, but shortly after his sister was killed in the burbs by a D-bee, after the case went cold Eric delved into forbidden magic and religious texts in order to find a way to get retribution...he found it by becoming a corrupt, but after finding the d-bee and killing it, he went on a murderous rampage in the burbs, a near by CS squad chased after him but he fled and regretted the horrible mistake he made, and is now a 'cursed corrupt', after a tense stand off he joined the other 'monster killing, monsters' of bad blood (when he is not watched and can get away with it he often tortures shawn carlin)

ranged support: Arthur Geraint 'Blood Lust' age 27
lv 7 CS full conversion borg (cyborg strike trooper) went AWOL after becoming more and more disturbed at the 'inhuman machine' he had become. still upholds the CS ideals, but also feels betrayed by the CS by allowing him to give up his humanity. During a one man raid on a D-bee encampment the tide turned against him, lucky it was after sunset and 'bad blood' came to his aid and quickly dispatched the rest of the encampment, with already being damaged, and his weapons ineffective against the carlins, they talked him into joining them as they could kill more 'monsters' together, he has since upgraded his weapon load out, body/armor (with a bat motif faceplate), and also after coming across a pre-rift neo-nazi bunker has taken to wearing/painting on a swastika believing it to be a post rift, pro-human insignia

Outfits: gimmick clothing most of this goes to Arthur's repair's and adding new mods to himself, the Carlin's also have several suits, in dress uniform as well as armor (eric and shawn are never seen by any who hire them) though they have had several tracking collars and implants in the event shawn gets loose (it never takes long before he rips them off, or out)

Equipment: electronic supply's and good gear, the team is normally in close proximity, but still requires good communication especially if Arthur is meeting clients during the day (some of this budget again goes to enhancing Arthur)

Vehicles: fleet vehicles, they actually have more than they need, since for the most part they travel under their own powers, but they use a few large trucks as a mobile base (one a silver lined confinement chamber for shawn, an armory storage truck, and a large expandable truck that serves as living/sleeping quarters) and because clients expect there to be many more of them with the results they get

weapons, power armor, bots: Basic weaponry as it is mostly Arthur the budget goes to (again), and many of the weapons he has outfitted himself with are pretty cheep (rail guns with an assortment of normal, wood or silver rounds, water canons etc) and already has most of the heavy weapons built in.

communications: basic service, most of their communication needs are met by the basic equipment budget, but the long range communication is how they set up jobs.

Internal security: tight, the trucks have alarms and proximity detectors since it is especially dangerous for the Carlin's during the day to be caught off guard, and if anyone found out what they were it would cause a lot of problems

permanent base: none

Intelligence resources: scout detachment, this budget mainly goes to hiring vagabonds/city rats/scouts to recon an area, or just pay residents off to get additional info on a town

special budget: small potatoes, mostly used tor paying people off, setting up false leads to throw off their trackers

general alignment: Evil, miscreant/aberrant, i don't really use the same alignment system, but if you are anything but human they are likely to kill you on sight

criminal activity: none (not counting D-bee murder as that is one of there main objectives)

Reputation: hunted ,since they actually ARE being hunted by a CS search and destroy team "Blood Feud" lead by James Carlin and Stephany Carlin, the father and sister of the Carlin's (blood feud is set up like a merc company too, but they actually still work for the CS just given a lot of freedoms in how they conduct themselves, so they are not a true merc company)
Last edited by PSI-Lence on Sun Aug 09, 2015 12:18 am, edited 1 time in total.
i own but am less well versed in RUE, and my memory is ... lackluster at best keep that in mind if my posts contradict canon lol
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Re: Build a merc group os similar.

Unread post by boxee »

PSI-Lence excellent group, more a squad but still seems very effective. I feel it shows the brutality in the Rifts setting. Well done!
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Re: Build a merc group os similar.

Unread post by PSI-Lence »

boxee wrote:PSI-Lence excellent group, more a squad but still seems very effective. I feel it shows the brutality in the Rifts setting. Well done!


lol thanks, i don't even think of that team as overly brutal (at least not for rifts but then i think of that as a pretty brutal place i guess lol)

i was going to post another (one of the more ruthless ones lol) but re-read the first post that it was for a specific campaign idea (which at least fits the one i posted since they were mainly south west anyway at least lol, might have to try making a brand new one, though i don't remember who 'King Robert Creed' was...federation of magic?)
i own but am less well versed in RUE, and my memory is ... lackluster at best keep that in mind if my posts contradict canon lol
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Re: Build a merc group os similar.

Unread post by boxee »

PSI-Lence wrote:
boxee wrote:PSI-Lence excellent group, more a squad but still seems very effective. I feel it shows the brutality in the Rifts setting. Well done!


lol thanks, i don't even think of that team as overly brutal (at least not for rifts but then i think of that as a pretty brutal place i guess lol)

i was going to post another (one of the more ruthless ones lol) but re-read the first post that it was for a specific campaign idea (which at least fits the one i posted since they were mainly south west anyway at least lol, might have to try making a brand new one, though i don't remember who 'King Robert Creed' was...federation of magic?)



He was King of Tolkeen. So weather your group is just exploring, looking for Robert Creed, or hunting him down, all are viable. I hope you post more.
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Re: Build a merc group os similar.

Unread post by say652 »

But what can actually kill vampires. Getting shot and blown up doesn't work.
What about getting torn apart by supernatural creatures, such as dragons or gargoyles?
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Re: Build a merc group os similar.

Unread post by PSI-Lence »

ok, haven't read all the tolkeen books yet, but now you got me thinking up merc groups again i may have to lol

i don't have the revised book but from what i remember they can be killed by wood, silver, sunlight, running water, and 'creatures of magic' (which dragons are but i don't think gargoyles are)
they can be contained by magic etc, but since most super natural creatures don't carry silver/wood etc it does make them pretty suited for hunting them
i own but am less well versed in RUE, and my memory is ... lackluster at best keep that in mind if my posts contradict canon lol
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Re: Build a merc group os similar.

Unread post by say652 »

So a Murder Wraith could fight a vampire nuckle to nuckle?
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Re: Build a merc group os similar.

Unread post by PSI-Lence »

i don't think murder wraiths count as creatures of magic (or any reanimated dead, magic is just used in their creation)


(keep in mind i haven't read the relative books for the war yet)

Parched Bones
Size: Minor Company
Sponsorship: None

Parched Bones was a small boarder town trying to keep out of the conflicts around them, no easy feat when even a small skirmish can obliterate a town their size, so security was always one of their prioieties, nothing near a military but enough to put up a fight (some of the old timers that settled for a quiet life are not keen to give it up, and would use the skills and tools of their rambunctious and violent youth to keep the peace if they need to).

Like many small towns however the younger generation found it 'boring' and wanted to get out, the ones with magic aptitude sometimes made their way to tolkeen, some joined merc companies just to pay their way to see the world, and some just set out on their own to explore... but then the war came and there was no hope to make it through unscathed, a battalion of CS troops came through looking for stratigic points happened to be coming through when some of the younger townsfolk had returned home from war, some wounded, others to check on family members, and in less than an hour what was left of the town was already in flames, they hit back against the CS harder than they expected from such a small town, which bought them enough time to grab everything they could and flee west.

Too weak of a force to hit back at the CS, and in their diminished state too small to set up a viable deffence for a new town, and needing to still care for the wounded with quickly diminishing supplies they begain selling there services as merc, while zig zaging through the west not wanting to enter CS teritory when they heard romours that King Robert Creed was somewhere in the west in hopes they can exact some small payback to the CS.


Company leader: Alex Granger age 32
lv 8 Deputy Sheriff Alex grew up in Parched Bones, seeing the decline of the town, even as friends and even his twin brother left, Alex wanted to give something back and ended up becoming the Deputy, since the fall of the town he has been the face of the company, but has declined the title Sheriff until the day they are able to be a town again.

Adviser/logistics: Dorothy D. Bartlett age 62
lv 11 Rogue Scholar, Dorothy came to Parched Bones in her 30's to settle down and raise her three children after the death of her husband, and became the defacto teacher in town, during the attack her daughter (a nurse), and one of her sons (a scholar in his own right) were killed attempting to evacuate people, her other son has not been heard of since before the war.

Magical Adviser/Support: Thomas Noble age 27
lv 4 Battle Magus, Thomas was in Parched Bones to check on his younger brother whom he told to not leave the safety of the town, during the attack his brother was killed while running from CS troops, and Thomas went into a rage but was shortly after guned down and nearly died, but woke up six days later, nearly dead and with a cybernetic left eye, artificial heart, and bionic left arm, all of generally low quality. after getting over wanting to die for losing his brother and magic in the same attack, the only thing keeping him going now is a chance to strike back at the CS.

Financial Backer/Tactition: Warren M. Moore age 86
lv 11 Glitter Boy Pilot, Warren was town founder over 40 years ago and has held many titles, protector, sheriff, mayor, and others, some at the same time. Having no family of his own he looked after his town as if they were his own, dawning his old armor when the town needed deffending, but also using his impressive wealth to establish the town and take care of the people when it was in need, no child ever went hungry in Parched Bones. during the attack he was in town, too far from his ranch to get into his old armor to try defending the town, he helped mobilize everyone he could to evacuate, while loading up armor, weapons and what could be grabbed from the town tresury to make an escape and yelling battle commands to the ones prepared to fight, he still wants to resettle and not attempt to attack the CS but he will not leave the people of his town if that is their choice he will die with them.

Company Mechanic: Vigil Smith age 52
lv 10 Operator, Virgil's family came to the town not long after it was founded, where his father set up a garage which he later inherited becoming the town mechanic, blacksmith, armorer, repair man, Vigil had a hand in nearly everything in town from setting up the irigation system, to shoeing horses or repairing MDC armor, and even keeping the town clock set to the correct time, he has single handedly kept the town able to move on and keep what vehicles they have running, even adding armor and weapons where he could for deffence.

others of note (so this doesn't become 3 pages lol)
Faith Sanderson age 47 lv 9 Body fixer, Zachary Rice age 45 lv 8 Bounty Hunter, Natasha Collier age 44 lv 10 (ex) Bandit, Debbie Clark age 31 lv 3 Mystic
i own but am less well versed in RUE, and my memory is ... lackluster at best keep that in mind if my posts contradict canon lol
PSI-Lence
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Re: Build a merc group os similar.

Unread post by PSI-Lence »

whops forgot the breakdown

Outfits: Open Wardrobe, mostly taken from the town lock up that was used for deffence, some where used for hunting some MDC creatures for meat, there is no environmental armor other than what some people had themselves

Equipment: medical equipment + cheap gear clearing out the rather meager hospital was one of the first priorities as well as the town armory but for the most part they have to make sue with what they already have

Vehicles: Basic Transportation, when it comes time to evacuate you can't be picky, they took anything that could run, fly, drive or even be pulled along, when not having to fix up broken down vehicles they upgrade them when they can

Weapons, Power Armor & Bots: Advanced Weaponry most of the heavier weapons comes from the town storage where MD weapons were kept locked up, many of the owners died before coming to claim them, but the more combat ready members have started instructing others in their use

Communications: Basic Service only what was in the vehicles they took, some of the townsfolk kept walkie talkies to call people in the field to the house for dinner, but other than that nothing much was needed in town so there was not a lot to take

Internal Security: Paranoid, the town was always wary of outsiders, now even more so, there have been the odd person who they let in, but some others felt it was not worth joining with the hassle they were given.

Permanent Base: none

Intelligence Resources: Small Detachment, some times the older members just go into town since they are under much less likely to be stopped and searched or thought of as gathering intel

Special Budget: Large Loans this represents the remains of the town treasury, Warrens shrinking wealth, and what little the rest can all pool together

General Alignment: Anarchist + Unprincipled right now all they care about is not losing any more people, though when they come face to face with the CS they may lose themselves in the revenge

Criminal Activity: none

Reputation: Unknown, they actively try not to draw too much attention, and to most people they see on their travels they just seem to be settlers

Salary: Pittance Salary this is mostly out of Warrens pocket again to keep the people together and not giving up
i own but am less well versed in RUE, and my memory is ... lackluster at best keep that in mind if my posts contradict canon lol
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Razzinold
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Re: Build a merc group os similar.

Unread post by Razzinold »

If you were to look back on pre rifts history records would indicate that on January 26, 1962 Charles "Lucky" Luciano died of a heart attack at Naples International Airport and his body was conveyed through town in a horse drawn black hearse before being laid to rest in St. John's Cemetery in Queens.

What the history books won't show is that another body from the morgue was put in place of Luciano's because his had disappeared. DEA Agents were on site at the airport to arrest him on suspicion of drug smuggling and they assumed that the heart attack was staged when the body was no where to be found. Not wanting to look foolish, and believing they had been duped, they went along with it and buried a John Doe in his place.

In truth he had survived the heart attack when the attending physician, a long time friend of his, attempted to save the him using an ancient Sicilian ritual. The ritual was supposed to cure him by making him young again. It worked but the Doctor messed up a few of the lines and Luciano was transported through time to Rifts Earth along with the doctor.

Free Company - 145 points + bonuses from sponsorship

La Cosa Nostra
Leader/Founder:
Charles "Lucky" Luciano
Once again in his early 20's, thanks to the spell the doctor used, Lucky was able to survive in the hellish new world in which he found himself and easily gravitated to what came most natural to him, crime.

"There's no such thing as good money or bad money, there's just money." - Charles "Lucky Luciano"

This became the motto for his newly formed mafia on Rifts Earth, he's not happy about being back at the bottom but knows it won't take him long to climb his way back up. Familiar with using legitimate businesses as a front Lucky is thrilled with the knowledge that something like a mercenary group is considered legal and decided to use that as the cover for all his illicit dealings.

Additional Members of Note
Dr. Giuseppe "Doc" Garibaldi:
Doc holds the position of consigliere in Luciano's new mafia along with being his personal physician.
Highly skilled doctor in his mid 30's, stands just just of six feet with dark black hair and brown eyes.
He is adjusting surprisingly well to his new life on Rifts Earth, when he isn't busy attending the many needs Luciano he oversees the rest of the medical staff.

Danny "Glasses" Wellsman:
Other than the Doc, Danny is the only other member that can truly appreciate Lucky for who he is. Danny is a rogue scholar and he had read all about the American Mafia of pre Rifts Earth previous to his arrival. Danny is a valuable source of information for Luciano. Not only does he posses great knowledge of present times, he's well educated in general (can read, write, do math,), but he is uniquely educated in the events of Lucian's time period as well. Currently he serves as one of his Capos (but never leaves the compound unless absolutely necessary because Luciano doesn't want to lose him) but he expects he may get upped to Underboss soon. A position currently unfilled.

Bobby "Fingers" Malone:
Another one of Luciano's Capos, Bobby was recruited for his expertise as a safe cracker. The two met at the end of a barrel when Bobby happened to break into a place that Luciano was already robbing. He offered the man a choice, "Open the safe and come work for me or fail to open the safe, or try and take it for yourself, and I will shoot you dead. Either way know that I will be the one walking away with the contents of that safe."

Frankie "Z" & Joey "Alphabet" Zaccagnino:
Identical twins that have both successfully undergone Titan Juicer Augmentation.
Deceptively intelligent, despite their hulking appearance, these two brothers are Luciano's main 'problem solvers'. If you cross Lucky or are late on a payment it's these two fine gentleman who show up on your front door, and knock it down.
The brothers have limited psychic abilities, most likely due to the fact that they are twins. They can speak telepathically, but only to each other, and can generally sense if the other is in trouble or hurt.
Frankie and Joey have the rank of 'Soldier'. They only rate slightly higher in status because of their unique abilities.

Sponsorship: Organized Crime
Lucky is funding the mercenary outfit with his proceeds from his criminal enterprise. Once he becomes more successful he will use this legitimate business as a front for his criminal one.

Outfits: Gimmick Clothing
Feeling homesick Lucky spent his money on things like base 4 clothing armour that looked like the suits from his time period, complete with matching fedora.

Equipment: Electronic Supplies and Medical Equipment
Lucky differed to the expertise of Danny and Doc in this department. He doesn't know anything about all this 'space age' or medical stuff.

Vehicles: Specialty Vehicles
One,of many, vehicles of note is Lucky's custom black on black 1967 Lincoln Continental that he purchased from Golden Age Weaponsmiths. Currently it can repel all small arms fire, and is bomb proof. His next step is to have the car coated with some laser resistant armour that he was told about.

Weapons, P.A. & Bots: Advanced
Overtime weapons may become fancier, but they never truly change. Weapons are designed to kill pure and simple so Lucky got his hands on as much as he could afford. As with most things he plans on upgrading as soon as possible. He feels confident in the fact that he has some extra muscle should he need it in the form of heavier weapons and some power armour.

Communications: Full range
Staying in contact is critical and the language translators have been invaluable to Lucky and Doc.

Internal Security: Iron Clad
Like the days of old, nobody gets in unless they are known, or are expected (like new clients), but everyone is monitored on the way in, out and during their stay. Electronic sweeps are done for bugs and dog boys are used to sniff out magic, psionics and super natural.

Permanent Bases: Head Quarters
Like the Mafia Dons of old Lucky has himself situated in a mansion/fortress that he won in a card game. He has spent time customizing the defenses and security to his liking. Doc and a few of his capos live with him full time and the others are spread out in various apartments that they own/rent.

Intelligence Resources: Scout Detachment & Special Military Operatives
A number of high and low profile people in his employee, that are not known to be connected with him in anyway, are used to find information out for him. In this hitech world he has gone old school and used traditional spy methods like message drops to pass the information along.

Special Budget: Small Potatoes
It was a bitter pill to swallow going from head of The Commission do starting out from scratch again. As his profits grow so will the budget, you need to spend money to make money.

Alignment: Aberrant
All members must follow the code of Omertà. There will be no in fighting or killing of anyone unless authorized by the boss. It's business, not personal. Murders may occur but only when necessary. Lucky doesn't want a bunch of murdering sadistic psychopaths in his employee. Discretion is a large part of how they operate.

Criminal Activity: Conman, Prostitutes, Cyber Doc, Smugglers and Sellers of Contraband
Self explanatory. Lucky has fallen back on what he knows best, the landscape may have changed but peoples, and Dee Bee's, desires/vices haven't.
He has his rent girls working out of an apartment building that he controls, the owner allows it because he is in Lucky's debt. His cyber clinic is hidden beneath a real medical clinic, this way nobody gets suspicious as to why injured people are going in and out of somewhere.

Reputation: Unknown
Lucky isn't completely unknown, he longs to be the powerhouse he once was, he has already established a firm (if somewhat small) sphere of control.

Salary: Good Salary:
Right now they are making decent money from the various criminal activities, no real profit has been gained from the merc company itself. This doesn't bother Lucky as it is mostly a front.
Last edited by Razzinold on Wed Aug 12, 2015 3:36 pm, edited 1 time in total.
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say652
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Re: Build a merc group os similar.

Unread post by say652 »

Could using the raw build a one person Mercenary unit with only one field agent?
PSI-Lence
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Re: Build a merc group os similar.

Unread post by PSI-Lence »

Razzinold, what is that level of internal security?

(also boxee, might want to change this to a more general 'post a merc group' it seems lol)
i own but am less well versed in RUE, and my memory is ... lackluster at best keep that in mind if my posts contradict canon lol
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Jorick
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Re: Build a merc group os similar.

Unread post by Jorick »

PSI-Lence wrote:ok, haven't read all the tolkeen books yet, but now you got me thinking up merc groups again i may have to lol

i don't have the revised book but from what i remember they can be killed by wood, silver, sunlight, running water, and 'creatures of magic' (which dragons are but i don't think gargoyles are)
they can be contained by magic etc, but since most super natural creatures don't carry silver/wood etc it does make them pretty suited for hunting them



Supernatural creatures (and creatures of magic) can damage vampires with punches etc. They cannot kill a vampire, no matter how much damage they do (unless, like some Gods, they can mimic sunlight).

The only things that can kill vampires are 1. staking/beheading/burning separately and completely, 2. immersing in running water until gone, 3. sunlight until gone.

Magic, silver, wood, water, supernatural PS can all damage vamps. Which is good, 'cause nothing else can. But you have to finish it with one of the above methods.

Two canon exceptions that I'm aware of: 1. There's a magic weapon in the Black Vault book that can kill a vampire. It's like a bone staff/spear or something made from vampire bones(iirc?).
2. The doomsday bomb thing from the Vamp sourcebook.
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Razzinold
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Re: Build a merc group os similar.

Unread post by Razzinold »

PSI-Lence wrote:Razzinold, what is that level of internal security?

(also boxee, might want to change this to a more general 'post a merc group' it seems lol)


Iron-Clad
I just took some poetic license with it to fit my overall theme.

"Iron-Clad:
Every entrance and exit is under constant video monitoring and guarded by a security team. Besides the precautions in #3, picket lines and out side guard-posts provide a security blanket as far out as several miles around the camp site, including air reconnaissance.

Other security measures include high-quality locks, and alarms in all vehicles and facilities, hidden compartments/safes, flood lights, emergency generators, motion detectors, heat sensors, mini-radar, and camera surveillance of areas of importance. Magic wards of alarm or incapacitating magic are strategically placed with an eye toward stopping supernatural infiltration. Magic/supernatural security is otherwise listed above. (#3 mentions having some dog boys and/or psi stalkers)"
spatulaodoom
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Re: Build a merc group os similar.

Unread post by spatulaodoom »

say652 wrote:Could using the raw build a one person Mercenary unit with only one field agent?

I believe the smallest unit in the book is a squad.
If you want to make a solo operative, just create a character.
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