Great ideas! Mind of I steal 'em for my next merc campaign? The other concept I came up with was a merc campaign that started out with the players as mid-level officers/NCOs in a reputable merc unit. Behind the scenes, the owner and commander of the company has developed a gambling problem or is perhaps indebted to organized crime and is therefore skimping on payments to all but his inner circle of soldiers. The players are getting screwed. How long does it take for them to realize it? Could provide the impetus for them to go out and start their own company.steve98052 wrote: ↑Mon Jan 08, 2018 6:26 pmThat suggests an interesting twist in a mercenary campaign, by the way. Your passenger liner gets you to the conflict world, and your team enjoys the first day of pre-combat rest in startown. But after two more days, the cargo ship with your grav APCs and mass driver artillery is overdue. Your client understands, and can reschedule the operation if necessary, with loss of initiative -- or can offer substitute gear: lots of ordinary trucks, some recoilless rifles and mortars, and a zeppelin for air surveillance. Do you go ahead with the operation?
True, but they could do that at the site of the ticket or before they leave, thereby reducing their transit costs. It's a luxury to be "awake" during jump; however, preparation is key and if they're expected to get straight to work using whatever intelligence is brought to them, then yes, they might very well need the prep time during jump to get ready for the operation.
All this talk of merc campaigns is giving me the itch to start one!