Stingray
Space elves FTW
- 1,007
- Posts
- 13
- Years
- I have no idea anymore
- Seen Dec 13, 2016
The Business of War: 31st Century Mercenaries [R, Sci Fi] OOC/SU - Recruiting
Introduction:
The year is 3045 and mankind has expanded among the stars and inhabited hundreds of planets. While we have expanded among the stars our lust for power and war like tendencies have not faded. Instead of battling over miles of land wars are fought for entire planets. Five Great Houses: House Davion, House Kurita, House Marik, House Liao, and House Steiner, and alongside several smaller factions battle for control of the Inner Sphere.
You however don't care for all the politics and reasons behind why they are fighting. You are a gun for hire, a Mercenary. Why your a Mercenary could be anything from fame, fortune, to explore the galaxy or the fact you want the freedom to choose what to fight for or who instead of being ordered around by some stuff up noble on a throne billions of miles away. Whatever the reason you have joined up with the newly formed Vengeance's Heart Mercenary unit. You, with your fellow RPers, will determine your fate in this galaxy. You can be a cook, mechanic, aerojock (fighter pilot), mechwarrior, or any position within the Mercenary unit. As players you will take contracts and fight yourself across the Inner Sphere and Periphery gaining renown and increase the strength of your unit. Together we will find fame and fortune beyond our dreams, or become nameless casualties in a massive war that spans the galaxy. We will write the story of this unit as we fight across the galaxy. Will we remain guns for hire who will do anything for money, or will we join a great house? Perhaps decide to become pirates and plague the galaxy. Being Mercenaries is only the beginning of this story how it ends is up to the RPers, but remember for every action there is a reaction...
Overall Basics for the RP
Basic Knowledge of the Universe:
Due to the fact that its a galaxy worth of information I'm not writing a story book on events that happened in every sector of the galaxy. Instead as the RP unfolds more of the story, background, and happenings around you will unfold. The more you inquire in the RP and explore the more you will discover. Because of this you do not have to read everything below to join, but I recommend at least glancing over it. Since the more you know the more your character knows. If you want your character to be an expert in something you can inquire about it and I can send you information on it. You don't have to know everything about it.
Freedom:
You have a lot of it. Including battles, mechs, and what you want to do. I suggest you make your character to be able to fight but you don't have to its your choice. Now saying you have a lot of Freedom doesn't mean you can just run the RP how you see fit. It means you get to choose the path your characters and the unit takes. You can choose to all be the heroes that protect the innocent, money hungry Mercs, puppy-kicking kitten-eating evil doers, or anything else in between. Just realize what you do affects the direction of the RP. There are some predetermined events in the RP, but depending on your choices it will vary how they affect you.
This also means you do not have to be a Mechwarrior. If you want to be an infantry man or a special operations solder go ahead your skills will prove valuable to the unit.
Combat:
Once again have fun and be creative. I'll jump in to steer the flow of battle so things don't get too crazy, and if needed let you know your being a bit too over the top. That being said I love creativity so don't just always charge in guns a blazing think up plans and make the battles interesting.
Don't worry about how much damage you do to something. I can assign your damage (you can RP hitting the unit and then let me state the damage you did), or if you want to kill something you can go ahead, but I might reply saying you thought you killed it but you didn't. This is not a warning its just a way to prevent one person from stealing all the glory. So go ahead have fun blowing stuff up!
Rewards/Character Development:
This ties in with Combat, but overall I will say your character will grow. Your character and the unit as a whole will have the ability to grow, gain new technology, and even (once the unit is large enough) command small forces of NPCs. This is the motivation on allowing the players to choose a contract and their path. What you do can open doors or close them. The better you do in battle (and the better you write) the better your rewards will be. This doesn't mean that new players will come in at a complete disadvantage. You will be a valued member of the Mercenary unit no matter who you are. From infantry platoon leader to Mechwarrior to the cook. You will enhance and make the unit stronger and more effective.
Terminology:
BattleMechs: 20-100 ton 2 and 4 legged war machines that dominate the battlefield. They earned the title "Kings of the Battlefield" for a reason. Lighter mechs tend to be faster and carry less armor and weapons. In general the bigger the mech the more armor and weapons, but also the slower and less maneuverable they are. Mechs are not your super limber machines from Animes… they are walking tanks. If you have ever played the Mechwarrior games then you will have an idea of what Mechs are capable of.
Weight Classes: Light 20-35 tons, Medium 40- 55 tons, Heavy 60-75 tons, and Assault 80-100 tons.
Aerotechs: Basically fighter jets capable of flight in space.
Jumpships: Ships capable of bending space and warping to different systems and planets in the blink of an eye. They tend to just sit at the jump points and deploy drop ships for movement of units.
Dropships: Transports for moving items (including Mechs, vehicles, and infantry) across a planet, or to and from a jumpship.
Hyper Pulse Generator (HPG): Interstellar Communication arrays. All HPGs are under the control of Comstar.
Combat Vehicles: General term used for VOTLs (helicopters), tracked, hover, and wheeled armor vehicles. They require crews and are weaker than Battlemechs, but tend to be much cheaper to maintain and buy.
PBI: "Poor bloody infantry," the term commonly used for infantry with rifles, light SRM launchers, and laser rifles and some body armor. They can be threatening in cities, but being infantry in the 31st century is not a great career if you want a long life.
Inner Sphere: The core planets that surround Terra (Earth) in all directions. This is where most of humanity settled and the home of the Great Houses.
Periphery: The space outside the Inner Sphere that is home to many bandit kingdoms, pirates, and smaller factions. Life tends to be worse out here but there are some interesting things out here to be discovered.
Chaos March: An area in the Inner Sphere where several Great Houses meet… these planets are always switching hands and are almost in a constant state of war. Not a good retirement spot, unless you like having a front seat to a battlefield.
Weapons:
Weapons:
Ballistic Weapons:
Ballistic weapons are much like your modern day weapons only much more powerful. They all rely on ammunition which means you can run out and runs the risk of your ammunition bins being hit by hostile fire or ignited off by excessive heat. Their strength is that they cause very little heat for their damage so doesn't run the risk of overheating your Mech. There are 5 weapons that fall under the ballistic label. Four sizes of Autocannons and the machine gun. Autocannons are much like modern tank cannons only they fire rapid fire like a machine gun. The larger the autocannon the less range but more damage it does due to its larger shell size. Machine guns are built mainly to deal with infantry, but can do minor damage to reinforced armor.
Energy Weapons:
Energy weapons require no ammunition and tend to weigh less than Ballistic weapons. They however cause large amounts of heat so to use them effectively you require more heat sinks. There are five different energy weapons: 3 classes of lasers, the PPC, and the flamer. Lasers fire a beam of super focused and heated light at the target melting away armor. Due to the fact the weapon's beams will continuality bleed off heat while moving toward a target the larger the laser the more range and damage. The PPC fires a supercharged particle of energy that is basically a focused bolt of lightning, and is the most powerful energy weapon. The flamer is a short range flamethrower that is mainly built to kill infantry, but also can heat up Mechs and cook vehicle crews.
Missiles:
Missile launchers in this universe fire salvos of several missiles that lock on and seek out a target. Due to advanced electronic systems that all combat units carry these locks are less that reliable, and missiles often miss their mark, or at least some of the missiles in the salvo miss their mark. There are two types of missiles: Short Range and Long Range. Short range deal double the damage due to the missiles having larger payloads at the cost of fuel, but still single missiles deal very little damage and thus why they fire in salvos. The number of missiles a missile launcher fires in a single trigger pull is in the weapons name: IE a LRM (Long Range Missiles) 15 fires 15 missiles at once.
Short Range Missile Launchers can be equipped with Inferno rounds which are devastating to infantry, bad for vehicles, and heat mechs up.
Long Range Missile Launchers can be equipped with mine laying rounds called "Thunder rounds." During flight at a predetermined point the Thunder missile breaks apart and drops a mine to the ground that immidately activates once on the ground. Warning these mines for not have the ability to tell if someone is friend or foe and will go off on anyone.
Missiles can be arced over terrain if you have a spotter or just want to try it blindly.
Melee Weapons:
Mechs can punch or kick, but if you really want to deal damage in a melee fight you should bring along a Mech sized hatchet or sword. The hatchet deals more damage than a sword, but the sword is easier to wield. The damage done by a melee weapon is dependent on the size of Mech using it.
For those who want to know how the damage and such compare here is a chart:
Major Factions overview:
House Davion and House Steiner (Federated Commonwealth)
In 3028 Hanse Davion, First prince of the Federated Suns, and Melissa Steiner, Archon of the Lyran Commonwealth, married and their nations formed the Federated Commonwealth. The result was a combination of the military might of the Federated Suns and the financial powerhouse of the Lyran Commonwealth. Despite their marriage and merger the two realms are still new to the alliance and often still have their distinct differences.
Federated Suns:
A military powerhouse within the Inner Sphere the Federated Suns devotes itself to its military. Life in the Federated Suns is completely different on where you live. On some planets you would experience great opportunity, education, technology, and freedom. On others you will work to just stay alive and technology is subpar even to 20th century standards.
Lyran Commonwealth:
The financial powerhouse of the Inner Sphere, this house boasts the strongest economy and often the best opportunity if you're willing to take it. Their military is very well supplied, but has a lack of good high ranking officers. This is due to the Social General syndrome that stems from promotions being given out on political influence than military prowess. This often leads to the Lyran's favorite tactic of using the heaviest mechs available and just overwhelming the enemy with raw firepower than with actual tactics. This faction is the friendliest to mercenaries and has the money to award contracts left and right.
House Kurita (Draconis Combine):
A military dictatorship founded on the tenets of bushido, the code of the samurai. Mechwarriors are treated like noble samurai and are well equipped compared to their infantry and vehicles, which are often ill equipped and thrown to the wayside in favor of mechs. A military failure is often met with ritualized suicide and their military is fanatical in nature. They have some of the best Mechwarriors of all the great houses. House Kurita does not have a good opinion of mercenaries and many of their warlords will not use them at all. If you hire on with House Kurita failure will not be an option.
House Liao (Capellan Confederation):
A highly suppressive communist state that has been recently been heavily battered by its enemy the Federated Suns. They suffer from insane leadership and a military in shambles. That being said House Liao's military is a force willing to use every dirty trick in the book to win, and has a powerful propaganda machine. They also have the most feared military in the Inner Sphere: The Death Commandos who are not only excellent warriors, but are fully trained in terror tactics, torture, and sabotage.
House Marik (Free Worlds League):
A powerful industrial nation, whose greatest pitfall is their lack of unity. They have not been a key player in wars lately due to their internal problems.
Comstar:
A religious faction that has control over all the interstellar communications within the Inner Sphere, they are rather mysterious in nature and have great knowledge of technology that was lost during the first and second succession wars. They have their own military but they mainly use them to protect their precious HPGs. This is the faction that is control of Earth.
Free Rasalhague Republic:
A newly formed nation that broke off of the Draconis Combine during the Ronin wars, The FRR is weak and struggles to stay a separate nation and seems to only be allowed to exist to act as a buffer between House Steiner and House Kurita. They dislike mercenaries and will only hire them if they are desperate, and even then don't expect the locals to be friendly to you.
Wolf Dragoons:
The most powerful mercenary group in all the Inner Sphere, they control Outreach and run the Mercenary Review and Bonding Commision (MRBC). Outreach is where almost all mercenary business is done through, and will be where the Role Play starts.
Military Database:
This will be updated with Mechs, vehicles, Aerotechs, Dropships, and Jumpships by your intelligence officer as you acquire or face off against them.
Current Database:
BattleMechs:
Centurion CN9-D
Mass: 50 tons (Medium)
Speed: Medium
Jump Capability: None
Armor: Medium
Weapons:
1 Medium Autocannon
1 LRM-10
2 Medium Lasers
Crab CRB-20
Mass: 50 tons (Medium)
Speed: Medium
Jump Capability: None
Armor: Medium
Weapons:
2 Large Lasers
1 Medium Laser
1 Small Laser
Hunchback HBK-4G
Mass: 50 tons (Medium)
Speed: Medium
Jump Jets: None
Armor: Medium
Armament:
1 Heavy Autocannon
2 Medium Lasers
1 Small Laser
Panther PNT-9R
Mass: 35 tons (Light)
Speed: Medium
Jump Capacity: Medium
Armor: Light
Armament:
1 PPC
1 SRM-4
Stinger STG-3G
Mass: 20 tons (Light)
Speed: Fast
Jump Capacity: High
Armor:Very Light
Armament:
2 Medium Lasers
10 Heat Sinks
Vehicles
Scorpion Light Tank
Mass: 25 tons (Light)
Speed: Medium
Armor: Light
Weapons:
Light Autocannon
Machine Gun
Striker Combat Vehicle
Mass: 35 Tons (Light)
Speed: Medium
Armor: Medium
Weapons:
SRM - 6
LRM - 10
Dropships
Union
Union Class Dropship
3,600 Tons
Width: 81.5 meters
Length: 81.5 meters
Height: 78 meters
Cargo Capacity:
12 Mechs
2 Aerotechs
32.5 tons of supplies (if Mechbay is full)
Weapons:
3 PPCs
6 A/C 5s
6 LRM 20s
12 Medium Lasers
8 Large Lasers
SU Formats (Humans only):
Also this is your RP sample. This is where I'll get my first impression of how well you can RP. Make a really good SU I might reward you with an extra perk of my choosing.
Name:
Age: 18+ (unless you take a Perk that allows you to be 16 or 17) Commander must be at least 24.
Gender:
Personality: (Minimum 1 paragraph)
History: (Minimum 2 paragraphs… if you need help PM me and you can make some stuff for the universe to make it work if you want to. You need to mention your Perk (if you choose one) and, your role. So if you're a Mechwarrior how you gained your skills… remember you need to be the right age for this to work so you can't be a combat veteran at 18. Minimum 3 paragraphs for the Commander application)
Appearance: ( Minimum 1 paragraph)
Role: (What is your role in the mercenary unit?)
Perk: (A title for it and an explanation… you can make one up or choose from below. Only choose one UNLESS you're the Commander who can choose two) These are used to help keep things balanced and to add a unique aspect to your character. If you choose a perk like LRM Specialist you will be better skilled at using LRMs than anyone else unless they have the perk also. This is to help limit "god" characters since you can claim one advantage over them.
Perk Examples:
[Weapon] Specialist: You have a vast preference for this type of weapon and can use it more effectively than other weapon types. IE Large Laser Specialist or Laser Specialist. The more specific the better you will be with just that weapon.
Family Heirloom Mech/Aerotech: You join the Mercenary unit with a personal
Mech/Aerotech that has been passed down through your family. You will get a choice instead of an assignment also you will have an edge when piloting this unit (you know it in and out and know all its quirks). If you're piloting any other Mech/Aerotech you will be at a disadvantage due to not being used to piloting anything but that Mech/Aerotech.
[Weigh Class] Specialist: You're best when you're in a Mech/Combat
Vehicle/Aerotech of a certain weigh class. IE Medium Mech Specialist you will be able to pilot Medium weigh mechs better. You are at a disadvantage when not in a unit of this class.
Lucky: Well you're luckier than most people out there. This really helps if you like to gamble or like suicide missions.
Jury Rigger: (Mechanic only) You don't have the part you need? No problem you are a master of finding/creating a solution, even if it's temporary…
I just look young…: You are able to fool others to think you're older than you are (required for people 16 and 17 years old)
Second Skill Set: You know how to do more than one job so you can pick a secondary role within the unit.
Well Connected: You have good friends in high places…
You can also make your own Perks.
Rules:
- Standard RP rules
- Be active and if you can't let someone know. Real life can be a ***** I know if you need to take a temporary hiatus let someone know. I can stick your character in the background or you can allow someone to bunny them (both parties need to PM me informing me of the arrangement)
- Do not make short posts… RP board rules apply
- As GM I have the ability to change what happened in your previous post some. This is to counter god mode players, but mainly (hopefully) to reward you with a lucky shot/break/new toys for good RPing. If I'm abusing this let me know. Most of the time this is will be something small like instead of hitting a Mech in the torso I put that you destroy the cockpit so you can claim it as salvage, or you hit the mega jackpot in a casino.
- Be intelligent and reasonable… charging single handedly into an army alone all superhero style will get you wounded or force you to eject. In extreme cases I can KILL your character if you're too abusive of this (I will issue you warnings before doing anything drastic). In other words you try to god/superman mode in this RP I will make you very mortal very quick.
- Commander you run the show… but your fellow players can decide to replace you if they see fit. When it comes down to it you will get the final say on contracts, and what happens to the unit. DO NOT ABUSE this responsibility.
- Romance is allowed but keep in mind kids can read this forum.
- This is war and it's going to get nasty that being said keep it PG-17.
Map of the Inner Sphere:
Players:
Commander (Rank of Colonel): Victor "Vic"/"Trigger" Fisher, Mechwarrior
Allen "Doc" Korhal, Mechwarrior/Doctor: Supervegeta
Kathleen "Kat" Ortega, Mechanic: Draginja
Ayame Sato, Mechwarrior: Stingray
Derrick Muinintal, Pilot: The Noob Hacker
Member: <Open>
Member: <Open>
Member: <Open>
This Roleplay is based off the Battletech/Mechwarrior universe though I have taken some liberties and modified things as I see fit. If you're really bored and want more in depth information on some things in Battletech you can go here: https://www.sarna.net/wiki/BattleTech.
Custom weapons/mechs/vehicles are allowed just need to contact me first to go over the details. Also all mechs in the Battletech universe (Mechwarrior/Mechcommander/MechAssault) are considered already a part of the RP, but many you will never see them since they are not invented during this time frame.
---------------------
Mercenary Unit Information:
Name: Vengeance's Heart
MRBC Rating: F
Current Employer: None
Current Location: Outreach
Reputation (out of + or - a 100):
House Marik: 0
House Davion: +10
House Liao: 0
House Kurita: -5
House Steiner: 0
Current Contract: (Pay/Salvage/Risk)
Pirate Bashing (Decent/50%/Medium)
Current Account:
500,000 C-Bills
Current Equipment (Personal Rides are NOT counted in this list as they belong to the user unless its Victor's):
Centurion
Hunchback
Panther
"Ira's Justice" (Heavily Damaged, lacks replacement parts)
"Wild Ride" Union Class Dropship
*Stinger
*Crab
*personal equipment that doesn't belong to the unit as a whole.
Introduction:
The year is 3045 and mankind has expanded among the stars and inhabited hundreds of planets. While we have expanded among the stars our lust for power and war like tendencies have not faded. Instead of battling over miles of land wars are fought for entire planets. Five Great Houses: House Davion, House Kurita, House Marik, House Liao, and House Steiner, and alongside several smaller factions battle for control of the Inner Sphere.
You however don't care for all the politics and reasons behind why they are fighting. You are a gun for hire, a Mercenary. Why your a Mercenary could be anything from fame, fortune, to explore the galaxy or the fact you want the freedom to choose what to fight for or who instead of being ordered around by some stuff up noble on a throne billions of miles away. Whatever the reason you have joined up with the newly formed Vengeance's Heart Mercenary unit. You, with your fellow RPers, will determine your fate in this galaxy. You can be a cook, mechanic, aerojock (fighter pilot), mechwarrior, or any position within the Mercenary unit. As players you will take contracts and fight yourself across the Inner Sphere and Periphery gaining renown and increase the strength of your unit. Together we will find fame and fortune beyond our dreams, or become nameless casualties in a massive war that spans the galaxy. We will write the story of this unit as we fight across the galaxy. Will we remain guns for hire who will do anything for money, or will we join a great house? Perhaps decide to become pirates and plague the galaxy. Being Mercenaries is only the beginning of this story how it ends is up to the RPers, but remember for every action there is a reaction...
Overall Basics for the RP
Basic Knowledge of the Universe:
Due to the fact that its a galaxy worth of information I'm not writing a story book on events that happened in every sector of the galaxy. Instead as the RP unfolds more of the story, background, and happenings around you will unfold. The more you inquire in the RP and explore the more you will discover. Because of this you do not have to read everything below to join, but I recommend at least glancing over it. Since the more you know the more your character knows. If you want your character to be an expert in something you can inquire about it and I can send you information on it. You don't have to know everything about it.
Freedom:
You have a lot of it. Including battles, mechs, and what you want to do. I suggest you make your character to be able to fight but you don't have to its your choice. Now saying you have a lot of Freedom doesn't mean you can just run the RP how you see fit. It means you get to choose the path your characters and the unit takes. You can choose to all be the heroes that protect the innocent, money hungry Mercs, puppy-kicking kitten-eating evil doers, or anything else in between. Just realize what you do affects the direction of the RP. There are some predetermined events in the RP, but depending on your choices it will vary how they affect you.
This also means you do not have to be a Mechwarrior. If you want to be an infantry man or a special operations solder go ahead your skills will prove valuable to the unit.
Combat:
Once again have fun and be creative. I'll jump in to steer the flow of battle so things don't get too crazy, and if needed let you know your being a bit too over the top. That being said I love creativity so don't just always charge in guns a blazing think up plans and make the battles interesting.
Don't worry about how much damage you do to something. I can assign your damage (you can RP hitting the unit and then let me state the damage you did), or if you want to kill something you can go ahead, but I might reply saying you thought you killed it but you didn't. This is not a warning its just a way to prevent one person from stealing all the glory. So go ahead have fun blowing stuff up!
Rewards/Character Development:
This ties in with Combat, but overall I will say your character will grow. Your character and the unit as a whole will have the ability to grow, gain new technology, and even (once the unit is large enough) command small forces of NPCs. This is the motivation on allowing the players to choose a contract and their path. What you do can open doors or close them. The better you do in battle (and the better you write) the better your rewards will be. This doesn't mean that new players will come in at a complete disadvantage. You will be a valued member of the Mercenary unit no matter who you are. From infantry platoon leader to Mechwarrior to the cook. You will enhance and make the unit stronger and more effective.
Terminology:
Spoiler:
BattleMechs: 20-100 ton 2 and 4 legged war machines that dominate the battlefield. They earned the title "Kings of the Battlefield" for a reason. Lighter mechs tend to be faster and carry less armor and weapons. In general the bigger the mech the more armor and weapons, but also the slower and less maneuverable they are. Mechs are not your super limber machines from Animes… they are walking tanks. If you have ever played the Mechwarrior games then you will have an idea of what Mechs are capable of.
Weight Classes: Light 20-35 tons, Medium 40- 55 tons, Heavy 60-75 tons, and Assault 80-100 tons.
Aerotechs: Basically fighter jets capable of flight in space.
Jumpships: Ships capable of bending space and warping to different systems and planets in the blink of an eye. They tend to just sit at the jump points and deploy drop ships for movement of units.
Dropships: Transports for moving items (including Mechs, vehicles, and infantry) across a planet, or to and from a jumpship.
Hyper Pulse Generator (HPG): Interstellar Communication arrays. All HPGs are under the control of Comstar.
Combat Vehicles: General term used for VOTLs (helicopters), tracked, hover, and wheeled armor vehicles. They require crews and are weaker than Battlemechs, but tend to be much cheaper to maintain and buy.
PBI: "Poor bloody infantry," the term commonly used for infantry with rifles, light SRM launchers, and laser rifles and some body armor. They can be threatening in cities, but being infantry in the 31st century is not a great career if you want a long life.
Inner Sphere: The core planets that surround Terra (Earth) in all directions. This is where most of humanity settled and the home of the Great Houses.
Periphery: The space outside the Inner Sphere that is home to many bandit kingdoms, pirates, and smaller factions. Life tends to be worse out here but there are some interesting things out here to be discovered.
Chaos March: An area in the Inner Sphere where several Great Houses meet… these planets are always switching hands and are almost in a constant state of war. Not a good retirement spot, unless you like having a front seat to a battlefield.
Weapons:
Spoiler:
Weapons:
Ballistic Weapons:
Ballistic weapons are much like your modern day weapons only much more powerful. They all rely on ammunition which means you can run out and runs the risk of your ammunition bins being hit by hostile fire or ignited off by excessive heat. Their strength is that they cause very little heat for their damage so doesn't run the risk of overheating your Mech. There are 5 weapons that fall under the ballistic label. Four sizes of Autocannons and the machine gun. Autocannons are much like modern tank cannons only they fire rapid fire like a machine gun. The larger the autocannon the less range but more damage it does due to its larger shell size. Machine guns are built mainly to deal with infantry, but can do minor damage to reinforced armor.
Energy Weapons:
Energy weapons require no ammunition and tend to weigh less than Ballistic weapons. They however cause large amounts of heat so to use them effectively you require more heat sinks. There are five different energy weapons: 3 classes of lasers, the PPC, and the flamer. Lasers fire a beam of super focused and heated light at the target melting away armor. Due to the fact the weapon's beams will continuality bleed off heat while moving toward a target the larger the laser the more range and damage. The PPC fires a supercharged particle of energy that is basically a focused bolt of lightning, and is the most powerful energy weapon. The flamer is a short range flamethrower that is mainly built to kill infantry, but also can heat up Mechs and cook vehicle crews.
Missiles:
Missile launchers in this universe fire salvos of several missiles that lock on and seek out a target. Due to advanced electronic systems that all combat units carry these locks are less that reliable, and missiles often miss their mark, or at least some of the missiles in the salvo miss their mark. There are two types of missiles: Short Range and Long Range. Short range deal double the damage due to the missiles having larger payloads at the cost of fuel, but still single missiles deal very little damage and thus why they fire in salvos. The number of missiles a missile launcher fires in a single trigger pull is in the weapons name: IE a LRM (Long Range Missiles) 15 fires 15 missiles at once.
Short Range Missile Launchers can be equipped with Inferno rounds which are devastating to infantry, bad for vehicles, and heat mechs up.
Long Range Missile Launchers can be equipped with mine laying rounds called "Thunder rounds." During flight at a predetermined point the Thunder missile breaks apart and drops a mine to the ground that immidately activates once on the ground. Warning these mines for not have the ability to tell if someone is friend or foe and will go off on anyone.
Missiles can be arced over terrain if you have a spotter or just want to try it blindly.
Melee Weapons:
Mechs can punch or kick, but if you really want to deal damage in a melee fight you should bring along a Mech sized hatchet or sword. The hatchet deals more damage than a sword, but the sword is easier to wield. The damage done by a melee weapon is dependent on the size of Mech using it.
For those who want to know how the damage and such compare here is a chart:
Spoiler:
Major Factions overview:
Spoiler:
House Davion and House Steiner (Federated Commonwealth)
In 3028 Hanse Davion, First prince of the Federated Suns, and Melissa Steiner, Archon of the Lyran Commonwealth, married and their nations formed the Federated Commonwealth. The result was a combination of the military might of the Federated Suns and the financial powerhouse of the Lyran Commonwealth. Despite their marriage and merger the two realms are still new to the alliance and often still have their distinct differences.
Federated Suns:
A military powerhouse within the Inner Sphere the Federated Suns devotes itself to its military. Life in the Federated Suns is completely different on where you live. On some planets you would experience great opportunity, education, technology, and freedom. On others you will work to just stay alive and technology is subpar even to 20th century standards.
Lyran Commonwealth:
The financial powerhouse of the Inner Sphere, this house boasts the strongest economy and often the best opportunity if you're willing to take it. Their military is very well supplied, but has a lack of good high ranking officers. This is due to the Social General syndrome that stems from promotions being given out on political influence than military prowess. This often leads to the Lyran's favorite tactic of using the heaviest mechs available and just overwhelming the enemy with raw firepower than with actual tactics. This faction is the friendliest to mercenaries and has the money to award contracts left and right.
House Kurita (Draconis Combine):
A military dictatorship founded on the tenets of bushido, the code of the samurai. Mechwarriors are treated like noble samurai and are well equipped compared to their infantry and vehicles, which are often ill equipped and thrown to the wayside in favor of mechs. A military failure is often met with ritualized suicide and their military is fanatical in nature. They have some of the best Mechwarriors of all the great houses. House Kurita does not have a good opinion of mercenaries and many of their warlords will not use them at all. If you hire on with House Kurita failure will not be an option.
House Liao (Capellan Confederation):
A highly suppressive communist state that has been recently been heavily battered by its enemy the Federated Suns. They suffer from insane leadership and a military in shambles. That being said House Liao's military is a force willing to use every dirty trick in the book to win, and has a powerful propaganda machine. They also have the most feared military in the Inner Sphere: The Death Commandos who are not only excellent warriors, but are fully trained in terror tactics, torture, and sabotage.
House Marik (Free Worlds League):
A powerful industrial nation, whose greatest pitfall is their lack of unity. They have not been a key player in wars lately due to their internal problems.
Comstar:
A religious faction that has control over all the interstellar communications within the Inner Sphere, they are rather mysterious in nature and have great knowledge of technology that was lost during the first and second succession wars. They have their own military but they mainly use them to protect their precious HPGs. This is the faction that is control of Earth.
Free Rasalhague Republic:
A newly formed nation that broke off of the Draconis Combine during the Ronin wars, The FRR is weak and struggles to stay a separate nation and seems to only be allowed to exist to act as a buffer between House Steiner and House Kurita. They dislike mercenaries and will only hire them if they are desperate, and even then don't expect the locals to be friendly to you.
Wolf Dragoons:
The most powerful mercenary group in all the Inner Sphere, they control Outreach and run the Mercenary Review and Bonding Commision (MRBC). Outreach is where almost all mercenary business is done through, and will be where the Role Play starts.
Military Database:
This will be updated with Mechs, vehicles, Aerotechs, Dropships, and Jumpships by your intelligence officer as you acquire or face off against them.
Current Database:
Spoiler:
BattleMechs:
Centurion CN9-D
Spoiler:
Mass: 50 tons (Medium)
Speed: Medium
Jump Capability: None
Armor: Medium
Weapons:
1 Medium Autocannon
1 LRM-10
2 Medium Lasers
Crab CRB-20
Spoiler:
Mass: 50 tons (Medium)
Speed: Medium
Jump Capability: None
Armor: Medium
Weapons:
2 Large Lasers
1 Medium Laser
1 Small Laser
Hunchback HBK-4G
Spoiler:
Mass: 50 tons (Medium)
Speed: Medium
Jump Jets: None
Armor: Medium
Armament:
1 Heavy Autocannon
2 Medium Lasers
1 Small Laser
Panther PNT-9R
Spoiler:
Mass: 35 tons (Light)
Speed: Medium
Jump Capacity: Medium
Armor: Light
Armament:
1 PPC
1 SRM-4
Stinger STG-3G
Spoiler:
Mass: 20 tons (Light)
Speed: Fast
Jump Capacity: High
Armor:Very Light
Armament:
2 Medium Lasers
10 Heat Sinks
Vehicles
Scorpion Light Tank
Spoiler:
Mass: 25 tons (Light)
Speed: Medium
Armor: Light
Weapons:
Light Autocannon
Machine Gun
Striker Combat Vehicle
Spoiler:
Mass: 35 Tons (Light)
Speed: Medium
Armor: Medium
Weapons:
SRM - 6
LRM - 10
Dropships
Union
Spoiler:
Union Class Dropship
3,600 Tons
Width: 81.5 meters
Length: 81.5 meters
Height: 78 meters
Cargo Capacity:
12 Mechs
2 Aerotechs
32.5 tons of supplies (if Mechbay is full)
Weapons:
3 PPCs
6 A/C 5s
6 LRM 20s
12 Medium Lasers
8 Large Lasers
SU Formats (Humans only):
Spoiler:
Also this is your RP sample. This is where I'll get my first impression of how well you can RP. Make a really good SU I might reward you with an extra perk of my choosing.
Name:
Age: 18+ (unless you take a Perk that allows you to be 16 or 17) Commander must be at least 24.
Gender:
Personality: (Minimum 1 paragraph)
History: (Minimum 2 paragraphs… if you need help PM me and you can make some stuff for the universe to make it work if you want to. You need to mention your Perk (if you choose one) and, your role. So if you're a Mechwarrior how you gained your skills… remember you need to be the right age for this to work so you can't be a combat veteran at 18. Minimum 3 paragraphs for the Commander application)
Appearance: ( Minimum 1 paragraph)
Role: (What is your role in the mercenary unit?)
Perk: (A title for it and an explanation… you can make one up or choose from below. Only choose one UNLESS you're the Commander who can choose two) These are used to help keep things balanced and to add a unique aspect to your character. If you choose a perk like LRM Specialist you will be better skilled at using LRMs than anyone else unless they have the perk also. This is to help limit "god" characters since you can claim one advantage over them.
Perk Examples:
Spoiler:
[Weapon] Specialist: You have a vast preference for this type of weapon and can use it more effectively than other weapon types. IE Large Laser Specialist or Laser Specialist. The more specific the better you will be with just that weapon.
Family Heirloom Mech/Aerotech: You join the Mercenary unit with a personal
Mech/Aerotech that has been passed down through your family. You will get a choice instead of an assignment also you will have an edge when piloting this unit (you know it in and out and know all its quirks). If you're piloting any other Mech/Aerotech you will be at a disadvantage due to not being used to piloting anything but that Mech/Aerotech.
[Weigh Class] Specialist: You're best when you're in a Mech/Combat
Vehicle/Aerotech of a certain weigh class. IE Medium Mech Specialist you will be able to pilot Medium weigh mechs better. You are at a disadvantage when not in a unit of this class.
Lucky: Well you're luckier than most people out there. This really helps if you like to gamble or like suicide missions.
Jury Rigger: (Mechanic only) You don't have the part you need? No problem you are a master of finding/creating a solution, even if it's temporary…
I just look young…: You are able to fool others to think you're older than you are (required for people 16 and 17 years old)
Second Skill Set: You know how to do more than one job so you can pick a secondary role within the unit.
Well Connected: You have good friends in high places…
You can also make your own Perks.
Rules:
Spoiler:
- Standard RP rules
- Be active and if you can't let someone know. Real life can be a ***** I know if you need to take a temporary hiatus let someone know. I can stick your character in the background or you can allow someone to bunny them (both parties need to PM me informing me of the arrangement)
- Do not make short posts… RP board rules apply
- As GM I have the ability to change what happened in your previous post some. This is to counter god mode players, but mainly (hopefully) to reward you with a lucky shot/break/new toys for good RPing. If I'm abusing this let me know. Most of the time this is will be something small like instead of hitting a Mech in the torso I put that you destroy the cockpit so you can claim it as salvage, or you hit the mega jackpot in a casino.
- Be intelligent and reasonable… charging single handedly into an army alone all superhero style will get you wounded or force you to eject. In extreme cases I can KILL your character if you're too abusive of this (I will issue you warnings before doing anything drastic). In other words you try to god/superman mode in this RP I will make you very mortal very quick.
- Commander you run the show… but your fellow players can decide to replace you if they see fit. When it comes down to it you will get the final say on contracts, and what happens to the unit. DO NOT ABUSE this responsibility.
- Romance is allowed but keep in mind kids can read this forum.
- This is war and it's going to get nasty that being said keep it PG-17.
Map of the Inner Sphere:
Spoiler:
Players:
Commander (Rank of Colonel): Victor "Vic"/"Trigger" Fisher, Mechwarrior
Allen "Doc" Korhal, Mechwarrior/Doctor: Supervegeta
Kathleen "Kat" Ortega, Mechanic: Draginja
Ayame Sato, Mechwarrior: Stingray
Derrick Muinintal, Pilot: The Noob Hacker
Member: <Open>
Member: <Open>
Member: <Open>
This Roleplay is based off the Battletech/Mechwarrior universe though I have taken some liberties and modified things as I see fit. If you're really bored and want more in depth information on some things in Battletech you can go here: https://www.sarna.net/wiki/BattleTech.
Custom weapons/mechs/vehicles are allowed just need to contact me first to go over the details. Also all mechs in the Battletech universe (Mechwarrior/Mechcommander/MechAssault) are considered already a part of the RP, but many you will never see them since they are not invented during this time frame.
---------------------
Mercenary Unit Information:
Name: Vengeance's Heart
MRBC Rating: F
Current Employer: None
Current Location: Outreach
Reputation (out of + or - a 100):
House Marik: 0
House Davion: +10
House Liao: 0
House Kurita: -5
House Steiner: 0
Current Contract: (Pay/Salvage/Risk)
Pirate Bashing (Decent/50%/Medium)
Current Account:
500,000 C-Bills
Current Equipment (Personal Rides are NOT counted in this list as they belong to the user unless its Victor's):
Centurion
Hunchback
Panther
"Ira's Justice" (Heavily Damaged, lacks replacement parts)
"Wild Ride" Union Class Dropship
*Stinger
*Crab
*personal equipment that doesn't belong to the unit as a whole.
Last edited: