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File: Medicant Mercenary.jpg (139 KB, 1024x810)
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The shattering howl of rockets. Silence, followed by the impact of earth. Pulling yourself from the mud, to a standing position, you survey a hilltop. Bodies lie strewn about you, pieces of meat staining the ground a dull red. Some few meters ahead lies your comm-set. The sky crackles purple, orange, and gray, as the rain and thunder of guns continues. You can barely think, barely remember your name.

But you remember your purpose, your goal, as you struggle towards the comm-set.
You are

>Defending the Jurgen Mining Industries concerns from rebel forces
>Attacking a mining base, having sided with the Populist Worker's front
>Assaulting the Taltor Free Union, alongside the Baron's forces
>Rescuing Taltorian High Command, from the Baron Yu Xian
>>
>>4213037
>Attacking a mining base, having sided with the Populist Worker's front
>>
>>4213037
>Assaulting the Taltor Free Union, alongside the Baron's forces
>>
>>4213037
>Attacking a mining base, having sided with the Populist Worker's front
>>
>>4213037
>Assaulting the Taltor Free Union, alongside the Baron's forces
>>
Someone wanna break the tie? I'll wait 20 before updating
>>
>>4213037
>Assaulting the Taltor Free Union, alongside the Baron's forces
>>
>>4213037
>Get on with the quest
>>
>>4213130
>Assaulting the Taltor Free Union, alongside the Baron's forces
Shit, wrong thread
>>
>>4213134
Ah, a man of culture.
>>
>>4213134
>>4213128
>>4213069
>>4213048

From your position, you can see the black-and-gold soldiers of Baron Yu Xian streaming on either side of your small hill rush towards the grey bunkers on the ridge opposite. Flashes of cyan, as powerguns rip downwards from the entrenched Taltorian positions, light the figures in flames. The Baron, never a cautious man, has committed the bulk of his infantry to the fight. The Taltorians have dug in, and are making mincemeat of the assault.

You manage to pull yourself up to your comm-set. You were hired, along with several other companies, to provide crucial support. You radio in to the bulk of your force to attack. They are

>Heavy Tanks. Armoured in tritanium, and bristling with ordnance, they are expensive to maintain
>Armoured Infantry. Clad in powersuits, these infantry excel at offense, but can be brought down by guerilla tactics
>Mechanized Infantry. APCs and mixed arms make up this flexible, if lightly armoured, force
>Light Infantry. Small units of men, organized into hit-and-run kill teams. Fluid and fast, but lacking in overall power
>>
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>>4213138
Indeed I am, my good fellow.
>>
>>4213174
>Heavy Tanks. Armoured in tritanium, and bristling with ordnance, they are expensive to maintain
Gotta crack that bunker like an egg.
>>
>>4213174

>Heavy Tanks. Armoured in tritanium, and bristling with ordnance, they are expensive to maintain
>>
>>4213174
>Heavy Tanks. Armoured in tritanium, and bristling with ordnance, they are expensive to maintain
>>
>>4213174
>>
>>4213174
>Heavy Tanks. Armoured in tritanium, and bristling with ordnance, they are expensive to maintain
>>4213200
?
>>
File: Heavy Tanks.jpg (135 KB, 1213x659)
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>>4213193
>>4213183
>>4213182

The answering rumble heralds the approach of your tanks. Born aloft by VTOL a-grav, and powered by fusion, the tanks round the small bend, and begin to smash the bunkers. Double-thuds of sonic waves wash your position. Your full contingent of tanks numbers twenty total, an expensive yet powerful force. With the bunkers alight, the Taltorians begin to buckle under the pressure of the infantry and tanks, but are holding firm. You can see that the enemy commander is committing their reserve!

You decide to call in your support elements, the smaller group that fills out the rest of your company

>Artillery. Rockets, mortars, and howitzers make for steel rain
>Gunships. Armoured pugs of the sky, with enough firepower to make the gods weep
>Mechanized Infantry. APCs and mixed arms make up this flexible, if lightly armoured, force
>Light Infantry. Small units of men, organized into hit-and-run kill teams. Fluid and fast, but lacking in overall power
>>
>>4213174
>Armoured Infantry. Clad in powersuits, these infantry excel at offense, but can be brought down by guerilla tactics
>>
>Mechanized Infantry. APCs and mixed arms make up this flexible, if lightly armoured, force
>>
>>4213211
>Artillery. Rockets, mortars, and howitzers make for steel rain
>>
>>4213211
>>Artillery. Rockets, mortars, and howitzers make for steel rain
>>
>>4213211

>Mechanized Infantry. APCs and mixed arms make up this flexible, if lightly armoured, force
>>
>>4213211
>Mechanized Infantry. APCs and mixed arms make up this flexible, if lightly armoured, force
>>
>>4213211
>Artillery. Rockets, mortars, and howitzers make for steel rain
>>
>>4213234
>>4213228
>>4213225
>>4213223
>>4213219
>>4213218

>Tied. Will need a split vote, or will roll in 20.
>>
Rolled 2 (1d2)

>>4213272

1 - Artillery
2 - Mechanized Infantry
>>
>>4213306

Your infantry comes next. Fast and maneuverable, they blitz past the enemy line, as the tanks hold them in position. Small arms fire pours into the surprised defenders. The Taltorian position crumbles, and the path to the High Command within the neighbouring city is open. The Baron's troops rush forward with a large cheer! The city of Taltor lies open. You decide to

>Let the men sack the city. You have a Relaxed demeanor. Your troops make up for the lack of discipline with high morale
>Hold your troops back, and set up a fortified position. You have a Strategic demeanor. Your troops have average morale, and are sensibly disciplined.
>Immediately begin your three-part deep strike plan on the High Command, no lolly-gagging. You have a Strict demeanor. Your troops have a low morale, but are highly disciplined.
>>
>>4213322
>Immediately begin your three-part deep strike plan on the High Command, no lolly-gagging. You have a Strict demeanor. Your troops have a low morale, but are highly disciplined.
Ghost Division shenanigans, engage
>>
>>4213322
>Hold your troops back, and set up a fortified position. You have a Strategic demeanor. Your troops have average morale, and are sensibly disciplined.
>>
>>4213322
>Hold your troops back, and set up a fortified position. You have a Strategic demeanor. Your troops have average morale, and are sensibly disciplined.
>>
>>4213322
>>Let the men sack the city. You have a Relaxed demeanor. Your troops make up for the lack of discipline with high morale
>>
>>4213322
>Let the men sack the city. You have a Relaxed demeanor. Your troops make up for the lack of discipline with high morale
>>
>>4213322
>Hold your troops back, and set up a fortified position. You have a Strategic demeanor. Your troops have average morale, and are sensibly disciplined.
>>
>>4213322
>Let the men sack the city. You have a Relaxed demeanor. Your troops make up for the lack of discipline with high morale
>>
>>4213322
>Let the men sack the city. You have a Relaxed demeanor. Your troops make up for the lack of discipline with high morale
>>
>>4213322
>Hold your troops back, and set up a fortified position. You have a Strategic demeanor. Your troops have average morale, and are sensibly disciplined.
>>
>>4213322
> Hold your troops back, and set up a fortified position. You have a Strategic demeanor. Your troops have average morale, and are sensibly disciplined
>>
>>4213342
>>4213348
>>4213379
>>4213426
>>4213451
>Hold your troops back, and set up a fortified position. You have a Strategic demeanor. Your troops have average morale, and are sensibly disciplined.

Issuing a swift order, you position your troops along the ridgeline, amongst the burnt-out bunkers. Entrenching soon follows, with your company providing oversight of Taltor. You slowly began to walk from your hilltop position, watching with no small amount of pride as the company flag is run up on a small mast. The flag shows

>an Imperial Eagle, from your previous years as a soldier in the service of the Emperor
>a stylized tank, indicating your companies main use and function
>nothing, just the company colours. No symbol for us yet.
>write-in

The flag sports the colours of
>red and black
>gold and blue
>purple and white
>write-in
>>
>>4213579
>a stylized tank, indicating your companies main use and function
>purple and white
>>
>>4213579
>a stylized tank, indicating your companies main use and function
>purple and white
>>
>>4213579

>a stylized tank, indicating your companies main use and function
>purple and white
>>
>>4213579
>a stylized tank, indicating your companies main use and function
>purple and white
>>
File: Free Company Colours.jpg (35 KB, 512x512)
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>>4213607
>>4213604
>>4213600
>>4213590
>Make a shit mock-up, feel free to change

The fluttering flag leads you to the new forward base. You are greeted by your men as you clamber your way up. They largely hail from

>all walks of life. Rich, poor, peasant, scholar, soldier. You let any join, so long as they have the aptitude
>ex-soldiers. Tough, hardened, and somewhat hard to replace
>the scum and dregs. Endlessly reprehensible, but often undisciplined and untrained
>>
>>4213633
>>all walks of life. Rich, poor, peasant, scholar, soldier. You let any join, so long as they have the aptitude
>>
>>4213633
>all walks of life. Rich, poor, peasant, scholar, soldier. You let any join, so long as they have the aptitude
>>
>>4213633
> ex-soldiers. Tough, hardened, and somewhat hard to replace
>>
>>4213633
>all walks of life. Rich, poor, peasant, scholar, soldier. You let any join, so long as they have the aptitude
>>
>>4213633

>ex-soldiers. Tough, hardened, and somewhat hard to replace
>>
>>4213633
>ex-soldiers. Tough, hardened, and somewhat hard to replace
>>
>>4213633
>all walks of life. Rich, poor, peasant, scholar, soldier. You let any join, so long as they have the aptitude
>>
>>4213679
>>4213639
>>4213636
>>4213635

They may be a motley crew, but their yours. Smiles and grins peer up from the mud-spattered infantry, and a tank commander, Myles, shouts down, "Got them bastards on the run, eh..."

>Commander. You may be relaxed, but still hold the title of Commander of this Free Company
>Sir. No need for titles, but you still need some respect
>Your name. All the troops may call you by your name
>You nickname. You're basically one of them at this point
>>
>>4213806
>Commander. You may be relaxed, but still hold the title of Commander of this Free Company
>>
>>4213806
>Sir. No need for titles, but you still need some respect
>>
>>4213806
>Commander. You may be relaxed, but still hold the title of Commander of this Free Company
>>
>>4213806
>Commander. You may be relaxed, but still hold the title of Commander of this Free Company
>>
Alt. Flag
>>
>>4213835
>>4213810
>>4213852

"Commander?"

You grunt in agreement, and head towards the command tent. Aides rush to and fro, and a pesky medic keeps trying to dress a small head wound. You finally manage to sit down in your chair with a weary sigh, watching as the Company settles in. In the distance, you hear the dull thump of artillery, and watch it splash into the sprawling industrial town below. The rain continues unabated. A runner comes up, asking for Commander...

>Smythe. Your ancestors were English settlers in the Yuralan system
>Verrati. Your grandfather was an Italian from the Inner Core
>Matsumoto. Your mother was a Japanese immigrant to the Juneau system
>Obesere. Your ancestors fled the mid-century African collapse
>write-in
>>
>>4213806
>Commander. You may be relaxed, but still hold the title of Commander of this Free Company
>>
>>4213857

Tank 1-4, also known as the Cuckoo's Nest, flies this battleflag
>>
>>4213859
>Smythe. Your ancestors were English settlers in the Yuralan system
>>
>>4213859
>Smythe. Your ancestors were English settlers in the Yuralan system
Jahn Smythe
>>
>>4213859
>Matsumoto. Your mother was a Japanese immigrant to the Juneau system
>>
>>4213859
>Augereau
Can we be French? If not
>Obesere
>>
>>4213875
>Sure, the write-in is whatever you want, so long as there is support
>>
>>4213859
> Smythe. Your ancestors were English settlers in the Yuralan system
>>
>>4213875
>>4213859
Based Frenchposter, support
>>
>>4213949
Someone has to defeat (((the eternal Anglo)))
>>
>>4213875
+1
>>
>>4213967
I thought it was the Hundred Year War not the Thousand Year War.
>>
>>4213875
Switching to this because I don’t wanna be an anglo
>>
>>4213875
+1
>>
>>4213875
>>4213949
>>4213967
>>4213990
>>4214028
>>4214036

...Augereau. Your family came from France, and you still speak and hold to the traditions of the Old Country. The runner, a young lad in the Baron's colours, runs up and is

>not surprised to see a man staring back at him.
>surprised to see a woman staring back at him. Not many are commanders.

The lad urgently requests that you attend a meeting with the Baron and the other Free Company commanders. He rattles this off, and stands waiting to escort you back. You stand, grimacing as something pops in your back, and follow him, but not before

>Gesturing to your bodyguard to follow, a relic from your political days
>Gesturing to your security team to follow, a group you personally helped train and outfit
>Picking up your armour and weapons. You can capably protect yourself, having once served as a soldier
>>
>>4214592
>not surprised to see a man staring back at him
>Picking up your armour and weapons. You can capably protect yourself, having once served as a soldier
We /chevalier/ nao
>>
>>4214592
>surprised to see a woman staring back at him. Not many are commanders.
>Gesturing to your bodyguard to follow, a relic from your political days
>>
>>4214592
>>surprised to see a woman staring back at him. Not many are commanders.

>>Gesturing to your security team to follow, a group you personally helped train and outfit
>>
>>4214592
>surprised to see a woman staring back at him. Not many are commanders.
>Gesturing to your bodyguard to follow, a relic from your political days
>>
>>4214592
>not surprised to see a man staring back at him.

>Picking up your armour and weapons. You can capably protect yourself, having once served as a soldier
>>
>>4214592
>not surprised to see a man staring back at him.
>Picking up your armour and weapons. You can capably protect yourself, having once served as a soldier
>>
>>4214592
>surprised to see a woman staring back at him. Not many are commanders.
>Picking up your armour and weapons. You can capably protect yourself, having once served as a soldier
>>
>>4214592
>>not surprised to see a man staring back at him.
>Picking up your armour and weapons. You can capably protect yourself, having once served as a soldier
>>
>>4214592
>surprised to see a woman staring back at him. Not many are commanders.

>Gesturing to your security team to follow, a group you personally helped train and outfit

Hey aren't you the qm of expedition quest?
>>
>>4214592
>surprised to see a woman staring back at him. Not many are commanders.
>Picking up your armour and weapons. You can capably protect yourself, having once served as a soldier
>>
>>4214592
>not surprised to see a man staring back at him.
>Gesturing to your security team to follow, a group you personally helped train and outfit
>>
>>4214650
>Yes. Put that on hold for a bit, wanted to try something different. Will definitely come back to it though
>>
>>4214600
+1
>>
>>4214592
>>surprised to see a woman staring back at him. Not many are commanders.
>>Picking up your armour and weapons. You can capably protect yourself, having once served as a soldier
>>
File: The Baron.jpg (524 KB, 1920x1811)
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>surprised to see a woman staring back at him. Not many are commanders.
>Picking up your armour and weapons. You can capably protect yourself, having once served as a soldier

Your kit, a refitted battle-harness, fits like an old glove, and the weighted assurance of an las-pistol at your side is welcome after such a difficult day. The Baron is near the edge of the city, and already well into his cups. He looks up as you approach. Beside him, you can see Yasonovich, the Russian officer in charge of Beloc's Bears, and Mastumoto, leader of the Red Sun Coalition.

"So kind of you to join us, my dear girl. We were just beginning to discuss contracts," drawled the Baron Yu Xian. "You see, these sort of things cost a lot of money, and even if I get Taltor under my thumb, as it once was, I still will be, how you say, short for your contracts. I could pay all of you less, or two of you the proper fee," he trails of with a low snicker.

You turn to face the other commanders. Yasonovich is scowling, but that's hardly surprising. Mastumoto also has a grimace, but one you've seen before. The man can be a bit of a stickler for the rules. However, the Baron's duplicity is not unsurprising, which is why you still have you ace-in-the-hole

>An old Imperial cruiser in orbit. It's in shoddy shape, but it's capable of jumps and means you don't have to pay the Spacers for transit
>A network of kill-sats, seeded from your shuttles when you arrived. You always make sure to set up a grid before going dirt-side
>Atomics. Your logistics holds high-yield bombs, capable of destroying the hardest targets

But how will you use them?

>Try to get the other commanders on your side. Rip the Baron apart, and get your pound of flesh. This breaks the contract
>Target one of the commanders. This will definitely make you rivals, but won't break the contract
>Take out both of the mercenaries. More of the spoils to you, and it won't break the contract
>Try to settle on a loss, and convince the companies to take the smaller cut. This won't break the contract
>>
>>4214691
>Atomics. Your logistics holds high-yield bombs, capable of destroying the hardest targets
>Take out both of the mercenaries. More of the spoils to you, and it won't break the contract

Nukes baby. And never break a contract.
>>
>>4214691
>Atomics. Your logistics holds high-yield bombs, capable of destroying the hardest targets
>Take out both of the mercenaries. More of the spoils to you, and it won't break the contract
>>
>>4214691
>An old Imperial cruiser in orbit. It's in shoddy shape, but it's capable of jumps and means you don't have to pay the Spacers for transit
>Try to get the other commanders on your side. Rip the Baron apart, and get your pound of flesh. This breaks the contract
>>
>>4214691
>An old Imperial cruiser in orbit. It's in shoddy shape, but it's capable of jumps and means you don't have to pay the Spacers for transit

>Try to get the other commanders on your side. Rip the Baron apart, and get your pound of flesh. This breaks the contract
>>
>>4214691
>An old Imperial cruiser in orbit. It's in shoddy shape, but it's capable of jumps and means you don't have to pay the Spacers for transit

>Try to get the other commanders on your side. Rip the Baron apart, and get your pound of flesh. This breaks the contract
>>
>>4214691
>Atomics. Your logistics holds high-yield bombs, capable of destroying the hardest targets
>Try to get the other commanders on your side. Rip the Baron apart, and get your pound of flesh. This breaks the contract
>>
>>4214698
+1
>>
>>4214691
>Atomics. Your logistics holds high-yield bombs, capable of destroying the hardest targets
>Try to get the other commanders on your side. Rip the Baron apart, and get your pound of flesh. This breaks the contract
>>
>>4214691
>An old Imperial cruiser in orbit. It's in shoddy shape, but it's capable of jumps and means you don't have to pay the Spacers for transit
Named La RĂ©ale ("the royal")
>Try to settle on a loss, and convince the companies to take the smaller cut. This won't break the contract
As not!Joan of arc we must Honor any contract even if that means we suffer in funds.
>>
>>4214691
>>An old Imperial cruiser in orbit. It's in shoddy shape, but it's capable of jumps and means you don't have to pay the Spacers for transit
>Take out both of the mercenaries. More of the spoils to you, and it won't break the contract
>>
>>4213857
Faggot who should kys detected.

>>4214691
I've seen your name before. That dead knight quest that was here weeks ago, right? What else? Also, is this a kitchen sink sci-fi quest? I see Warhammer influence, and the use of Spacer I've seen in another work.
>>
>>4214956
Nope, no knight quest. Just this, and a smattering of test stuff

http://suptg.thisisnotatrueending.com/qstarchive.html?tags=expedition%20quest

Influences would be Hammer's Slammers, the Forever War, Battletech, Dune, Old Man's War, Starship Troopers. Crunchy-soft sci fi mostly
>>
>Locking in stuff
>Need a roll, 1d2 for Atomics or Imperial Cruiser
>Try to get the other commanders on your side. Rip the Baron apart, and get your pound of flesh. This breaks the contract
>>
Rolled 1 (1d2)

>>4214986
lemee get dem space ships
>>
>>4215004
RIP anon
>>
>>4215004
>>4215004
>The power of atom is on your side

Locking eyes with Yasonovich and Mastumoto, you key into the inter-company comm and subvocalise "Esti de criss, the Baron is fucking us here. I am willing to lose some standing with the Authority if you are. I want my payout," you finish.

>Roll 1d20, DC 6, for Yasonovich
>Roll 1d20, DC 12, for Mastumoto
>>
>>4215004
>Atomics!

Sighing, you key into the inter-company comm and subvocalise "Esti de criss, the Baron is fucking us here. I am willing to lose standing with the Authority. What say you?" you finish. Mastumoto stares at you, glumly, while Yasonovich has a small grin on his face

>Roll 1d20, DC 6, for Yasonovich
>Roll 1d20, DC 12, for Mastumoto
>>
>>4215019
>Shiii, fuck this double update. My bad
>>
Rolled 4 (1d20)

BO3? Roll under or over?
>>
Rolled 1 (1d20)

>>4215019
>>
Rolled 13 (1d20)

>>
>>4215039
>d20, roll over, one chance at the mo'
>>4215044
>Oh dear...

The two men look at you, and slowly shake their heads. Both of the their companies have been having a hard time and need the credits.

Very few people know about your atomics, and you know that they don't have any shield tech at the moment.

>Commit, and take out the Barons and the other Companies. They'll come around once they feel the heat of your bombs
>Back down, and split it three ways and receive less from the contract
>write-in
>>
>>4215051
Nuke the other two
>>
>>4215051
>commit
>>
>>4215051
>Commit, and take out the Barons and the other Companies. They'll come around once they feel the heat of your bombs
wait, so my 1 was good ?
>>
>>4215051
>>Commit, and take out the Barons and the other Companies. They'll come around once they feel the heat of your bombs
>>
>>4215087
>Was very bad. It's standard d20 DC stuff
>>
>>4215087
If you wanted to murder everyone maybe
>>
>>4215051
>Back down, and split it three ways and receive less from the contract
>>
>>4215096
>>4215104
Well, it was a first vote thing so we would fail either way
>>
>>4214978
Starship Troopers I grew up with. Heard of Forever War, Battletech, Dune and Old Man's War. The last one is interesting because the main character experiences relativity with hyper travel so when he returns to Earth he's still young while his friends are old or dead.

Let's see what you got, QM. Keep it up.
>>
>>4214978
Also reminds me of my own setting Breakfast Wars, low key.
>>
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>>4215095
>>4215087
>>4215082
>>4215080
>Commit, and take out the Barons and the other Companies. They'll come around once they feel the heat of your bombs

These fools aren't budging. They've shackled themselves to a sinking ship, trying to eke out what little gold the Baron has left. Without another word, you stalk off. Dimly, you can hear the Baron cackle and tell the remaining Commander's of the new deal, split three ways. Idiots.

By the time you reach your line, you've concocted your plan. Yasanovich and the Baron's troops are still in Taltor looting, while Mastumoto's men are in place on the opposite plain. You move your shuttles, ostensibly to resupply your tanks, but in reality, begin unloading your atomics. Several tense hours pass, with you quietly informing the troops you will be offloading to the waiting Spacer ship above tonight. Some are surprised, but they trust you once you hint at a bigger payout. As dusk falls, the rain finally lets up, and you can see that there is some sort of movement at the Red Sun camp. Finally, with everything in position, you make the call to the Baron

>Inform him to give you your full pay, and give him time to pull his troops back
>Inform him that there will be renegotiations of the contract pay, and hit the city and Matsumoto's troops
>Inform him that you will have your pay through whatever means, and hit the city, but not Matsumoto's troops
>Inform him of the situation, and await his response
>write-in
>>
>>4215465
>Inform him that there will be renegotiations of the contract pay, and hit the city and Matsumoto's troops
>>
>>4215465
>Inform him that there will be renegotiations of the contract pay, and hit the city and Matsumoto's troops
>>
>>4215465
>>Inform him that there will be renegotiations of the contract pay, and hit the city and Matsumoto's troops
>>
>>4215465
>Inform him to give you your full pay, and give him time to pull his troops back
>>
>>4215465

>Inform him that there will be renegotiations of the contract pay, and hit the city and Matsumoto's troops
>>
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>>4215564
>>4215537
>>4215515
>>4215472

>part 1/2
You open a comm-line to the Baron. It's time.
"Yes, what?" snaps Yu Xian.
"Baron, the time has come. I demand full payment, with a bonus fo..."
"Hahaha! You pretty little dear. The matter is settled. Be happy with what you got." the Baron interrupts. You close the line, and gesture. Two thumps follow as the missiles streak outwards. Heartbeats later, there's a flash! Your visor slams into black to block the light, and you can feel the heat wash up as the nukes detonate. The city curves and melts under the pressure. The nuke sent for the Red Sun's camp hits, but is much more muted. The wavering lines and rippling waves of photonic energy indicates that they had their shields up. Matsumoto is a canny bastard, he must have known your gambit.

As the pressure waves die down, you can see your comm bleeping. With a small grin, you open a line
"You half-bred, dirt-sucking peasant! I will have the Authority string you up for this!" shrieks the Baron
"You may, but I still need payment. I demand full payment, with Yasonovich's cut on top. I have more shells for you, if you want."

The line goes quiet, followed by a sullen grunt of assent from the Baron Yu Xian. As your troops begin to file into the waiting shuttles, you are treated with the final sight of Taltor, awash with flames. To the west, the Red Sun Coalition stand down, evidently happy just to be alive. Of Beloc's Bears, there is no sign, as they most likely met their fate in the city. The Baron comes through with his pay, 3 million credits. As the acceleration flattens you to your seat, and the shuttles pull into the sky, you shake your head. Just another mission, another day afloat.

>Character & Company Generation Complete

Commander Augereau
Psychological profile: Strategic (+1 to Strategy rolls)
Skills: Combat Trained (+1 to Personal Combat rolls)
Authority Standing: Untrustworthy (-1 to Contract rolls)
Nicknames: The Butcher of Taltor
Allies: N/A
Contacts: Commander Matsumoto of the Red Sun Coalition
Enemies: Baron Yu Xian of Taltor, Commander Yasonovich of Beloc's Bears

The Free Company
Combat Force: Heavy Tanks (20/20) - $500,000/month
Support: Mechanized Infantry (500/500) - $150,000/month
Discipline: 5/10 (No bonus)
Morale: 5/10 (No bonus)

Assets
Credits: 3,000,000
Tech: Atomics (3/6)
>>
>>4215626
out of curiosity, what would be the bonus for high discipline and for high morale ?
>>
>>4215633
>Better rolls for Strategy or Morale, at the moment
>>
>>4215626
Shit, good character gen QM. Interested to see where it goes from here.
>>
>>4215626
liking the quest so far hope this keeps going
>>
>>4215904
>>4215821
ty, just writing up some more stuff and prepping
>>
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>>4215626
>part 2/2
bAssets, con't:
14 shuttles

The cold void of space held the bulk of the Spacer vessel. Massive, these vessels carried passengers and freight to and from systems, often at immense cost. You have a berth for your shuttles and company, and dock smoothly enough. Matsumoto and the others will be groundside for awhile, especially following your little statement.

Walking from your shuttle, and into the familiar tug of a-grav on the ship, you decide to get a feel from your command staff about what the next venture should be. Heading towards the tanks, you see your officer...

>Myles. Heavy-set and slow to anger, the tank chief is methodical in nature
>Vanesh. Quick as a whip, and fiery in battle
>Guzman. Prone to fits of brilliance, but very independent in strategy
>>
>>4215999
>Guzman. Prone to fits of brilliance, but very independent in strategy
>>
>>4215999
>Guzman. Prone to fits of brilliance, but very independent in strategy
>>
>>4215999
>Myles. Heavy-set and slow to anger, the tank chief is methodical in nature
>>
>>4215999
>Guzman. Prone to fits of brilliance, but very independent in strategy

We are armor, need someone who can bend with the winds of battle.
>>
>>4215999
>Guzman. Prone to fits of brilliance, but very independent in strategy

adaptation is key to survival in modern combat
>>
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>>4216038
>>4216022
>>4216001
>>4216013

Guzman slouches in his usual spot, smoking a cigarillo. He grins as you approach, "Eh, boss, very good. Glad to see the backside of that mess, eh?" You chat with him for bit, getting a feel for the sardonic tank commander. He suggests that you head to the Nurali Badlands, a series of smaller moons engaged in a long-standing war over resources with each other. Most of them are corporate interests, and it often proves to be hot-spot for Free Companies to ply their trade. After a couple more words, you head off to your infantry commander

>Heikkinen. Severe and disciplined, but incredibly tough and determined in a fight
>Owenson. An obedient soldier, who follows orders as closely as possibly.
>Webber. Well liked by the troops, but a bit gunshy
>>
>>4216056
>Heikkinen. Severe and disciplined, but incredibly tough and determined in a fight
>>
>>4216056
>Heikkinen
>>
>>4216056
>Heikkinen. Severe and disciplined, but incredibly tough and determined in a fight
>>
>>4216056
>Heikkinen. Severe and disciplined, but incredibly tough and determined in a fight
>>
>>4216056
>Heikkinen. Severe and disciplined, but incredibly tough and determined in a fight
>>
>>4216056
>>Owenson. An obedient soldier, who follows orders as closely as possibly.
>>
>>4216056

>Heikkinen. Severe and disciplined, but incredibly tough and determined in a fight
>>
>>4216056
>Webber. Well liked by the troops, but a bit gunshy
>>
>>4216085
+1
>>
>>4216056
>Webber. Well liked by the troops, but a bit gunshy
>>
>>4216056
>Webber. Well liked by the troops, but a bit gunshy
>>
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>>4216085
>>4216087
>>4216116
>>4216117
>>4216139
>>4216500
>>4216545

As you approach, you can see Heikkinen upbraiding some poor private for a sloppy packing job of ammunition. Never on to interrupt such a delicate moment, you wait while she finishes. "Sorry Commander. These recruits are useless. I'm hoping we can get some more training in on our next little foray," she says while looking over some manifests. "I'm a little concerned with what the Authority will think, but the Baron should have never messed with our pay," she concludes. After walking and talking a bit more, she suggests you head to Vexxis Prime, where the Authority is helping an Imperial peacekeeping mission. With that sorted, you head towards your XO

>Gurney. Older-than-dirt and bit old fashioned, but incredibly experienced
>Batbayar. Taciturn and stolid, with a penchant for getting into the fight
>Crecy. Young, inexperienced, but their family is incredibly rich and political
>>
>>4217163
> Gurney. Older-than-dirt and bit old fashioned, but incredibly experienced
>>
>>4217163
>Gurney. Older-than-dirt and bit old fashioned, but incredibly experienced
>>
>>4217163
>>Batbayar. Taciturn and stolid, with a penchant for getting into the fight
>>
>>4217163

>Gurney. Older-than-dirt and bit old fashioned, but incredibly experienced
>>
>>4217163
>Gurney. Older-than-dirt and bit old fashioned, but incredibly experienced
>>
>>4217163
>Crecy. Young, inexperienced, but their family is incredibly rich and political
>>
>>4217163
>Crecy. Young, inexperienced, but their family is incredibly rich and political
>>
>>4217163
>Batbayar. Taciturn and stolid, with a penchant for getting into the fight
>>
>>4217163
>Crecy. Young, inexperienced, but their family is incredibly rich and political.
We need someone adaptable and not tainted by outdated strategy, if they've got some connections all the better.
>>
>>4217163
>Crecy. Young, inexperienced, but their family is incredibly rich and political
>>
>>4217307
Can't delete my old vote, I'm changing to this >>4217440
>>
>>4217168
>>4217169
>>4217200
>>4217236
>>4217243
>>4217283
>>4217440

>Split. Someone give me a 1d2
>>
Rolled 1 (1d2)

>>4217636
>>
>>4217636
>Crecy
>>
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>>4217645

Gurney is relaxing by the comms, chewing on a sandwich, "Hells bells, girl," he opines "We didn't need to glass them that bad, did we?" His slow grin belies his tone, and after a few tense moments, you two laugh together. Out in the 'verse, payment is the only reliable measure of worth, and for the Baron to go back on that was a sign of his moral failings. Gurney recommends that the Company makes for Namaster, a small colony dealing with pirates. "Those poor souls need a tough group to blast those bastards off the dirt,".

Having heard all of their positions, you decide to chart a course with the Spacer to

>Nurali Badlands, to help with a corporate resource war
>Vexxis Prime, to aid in the peace-keeping efforts
>Namaster, to push off the pirates
>>
>>4217850
>Namaster, to push off the pirates
>>
>>4217850
>Namaster, to push off the pirates
>>
>>4217850
>Namaster, to push off the pirates
>>
>>4217850
>>Namaster
>>
>>4217850
>Namaster, to push off the pirates

pirate hunting sounds better then getting involved with proxy wars
>>
>>4217850
>Namaster, to push off the pirates
>>
>>4217850
>Namaster, to push off the pirates

Should start small, let the fallout settle meantime.
>>
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>>4217913
>>4217884
>>4217871
>>4217867
>>4217860
>>4217964

You say a couple of words with the Spacer representative, a small mechanical mind, who punches in your destination, along with your credit sum of 1.5 million. Space travel is never cheap, especially when hauling heavier stuff. You have several weeks before you'll arrive. As the ship drops into subspace, you decide to

>Focus on connecting with the troops. Games, drinking, and general relaxation are in order
>Focus on drilling the troops. Mock VR exercises and the like will train then up
>Focus on contacting the Authority and explaining your situation. Best get ahead of the storm
>Focus on contacting the colony of Namaster. Starting negotiations now means less headaches later
>>
>>4218009
>Focus on contacting the colony of Namaster. Starting negotiations now means less headaches later
>>
>>4218009
>>Focus on connecting with the troops. Games, drinking, and general relaxation are in order
>>
>>4218009

>Focus on contacting the colony of Namaster. Starting negotiations now means less headaches later
>>
>>4218009
>Focus on contacting the colony of Namaster. Starting negotiations now means less headaches later
>>
>>4218009
>>Focus on connecting with the troops. Games, drinking, and general relaxation are in order
Get morale up
>>
>>4218009
>Focus on drilling the troops. Mock VR exercises and the like will train then up
>>
>>4218009
>Focus on drilling the troops. Mock VR exercises and the like will train then up
>>
>>4218024
>>4218017
>>4218013

>Roll 1d20, -1 Contract mod, DC 10
>>
>>4218179
Oops, make that Bo2
>>
Rolled 12 - 1 (1d20 - 1)

>>4218179
Big Mony
>>
Rolled 6 + 1 (1d20 + 1)

>>4218179
>>
Rolled 14 - 1 (1d20 - 1)

>>4218179
>>
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>>4218188
>Success!

The elected mayor of Namaster is a quiet fellow, distorted even further on the ansible. He lays out the problem. Around 3 years ago, Namaster was a quiet, backwoods trading depot, outfitting ice crackers and the hydrogen stations throughout its local system. A roving band of pirates, formed from Imperial remnants, set up shop on Namaster. Their antics had driven off any legitimate business, and now the colony was suffering under the constant threat of extortion, and forced conscription. The pirates themselves are relatively divided, and have little in the way of tech beyond salvaged APCs, and a few Imperial gunships. The only major headache would be their cruiser, which they used to buzz the colony occasionally

The mayor indicated that the pay was meagre, 1 million credits, but he was willing to house and feed the company while in system, along with first-call to any booty found.

>Agree with the deal. Seems like the mayor is an hard spot
>Try to renegotiate for more credits
>Ask for something else, other than credits, to sweeten the pot
>write-in

>Also, the picture is the placeholder I have for the MC, unless you guys want something different
>>
>>4218544
>Agree with the deal. Seems like the mayor is an hard spot
The guy’s screwed, at least we don’t have to deal with food and housing
>>
>>4218544
>Agree with the deal. Seems like the mayor is an hard spot
>>
>>4218544
>Agree with the deal. Seems like the mayor is an hard spot
Pay isn't great, but these pirates will be able to do all of nothing to our Mechanized and Armor
>>
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>>4218544
>>Agree with the deal. Seems like the mayor is an hard spot
>>
>>4218558
>>4218572
>>4218682
>>4218683

You sign and agree to the document, forwarding it to the Authority with both of your signatures. The Authority is the only thing that gives credence to Free Companies and their work. Looking down at the form, you see your Company name, written in the traditional blood-red ink. It is

>Alright, come up with a name for the company. Gimme your best stuff
>>
>>4218701
Lets go for the classic
>Le Grande Armée
>>
>>4218701
The grey wolves
>>
>>4218701
Anthelion

>>4218683
We qt
>>
>>4218749
>>4218701
This is good, supporting
>>
>>4218749
+1
>>
>>4218749
>Care to go full French?
La Compagnie d'Anthelion
>Also, locking in face
>>
>>4218848
The French name's cool. Let's do it.
Also blond face lock?
>>
>>4218848
sounds more exotic in french anyways. supportin
>>
>>4218848
Support.
>>
>>4218868
>Ye, blondie
>>
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The planet of Namaster is a dusty speck, a low-grav backworld that few visit, thanks to the pirates. The Spacer drops you off, with a promise to return once the firing stopped. As the shuttles of La Compagnie d'Anthelion punch through the atmosphere, you see scrubland, low mesas, and taiga stretching out under a yellow sun. The main town, Hallum, holds some 50,000 souls, who gratefully greet the company as you settle the shuttles. The mayor, along with several other leading citizens, greets you. After a few exchanged pleasantries, they fill you in on more of the details.

The largest group of pirates, some 1,500, lie to the north. They have the cruiser, and use it to extort a tithe from the colony on a regular basis. To the west and south, smaller scattered groups opportunistically fight, raid, or even act as local mercenaries for some of the smaller town-steads or ranches on Namaster. The mayor would like the largest group dealt with as a priority, while the citizens and other ranch owners would like the smaller groups rounded up, or at least push away.

You have to make several decisions immediately, like where to set up headquarters, and troop policy to the locals

>In Hallum, with the bulk of the force encamped outside. Ease of supplies and a friendly populace
>In the badlands to the east, where you are unlikely to be discovered
>To the southwest, amidst the ranches. You draw attention from the roving gangs, but maybe that would be enough to drive them out

>Troops are allowed to mix freely with the locals. Could lead to some headaches, but the morale would be high
>A pass system, wherein the troops can seek to have leave in the town
>A strict policy, no unnecessary contact with the locals. An increase in discipline, but lowered morale
>>
>>4219478
>In Hallum, with the bulk of the force encamped outside. Ease of supplies and a friendly populace
>A pass system, wherein the troops can seek to have leave in the town
Just like back in the army
>>
>>4219478
>In Hallum, with the bulk of the force encamped outside. Ease of supplies and a friendly populace
>A pass system, wherein the troops can seek to have leave in the town
>>
>>4219478
>>In the badlands to the east, where you are unlikely to be discovered
>A pass system, wherein the troops can seek to have leave in the town
>>
>>4219478
>In Hallum, with the bulk of the force encamped outside. Ease of supplies and a friendly populace
>A pass system, wherein the troops can seek to have leave in the town
>>
>>4219478
>>In the badlands to the east, where you are unlikely to be discovered
>>A pass system, wherein the troops can seek to have leave in the town
>>
>>4219478
>In Hallum, with the bulk of the force encamped outside. Ease of supplies and a friendly populace
>A pass system, wherein the troops can seek to have leave in the town
>>
>>4219499
+1
>>
>>4219478
>In the badlands to the east, where you are unlikely to be discovered
>A pass system, wherein the troops can seek to have leave in the town
>>
>>4219488
>>4219505
>Pass system wins, split between town and the badlands. Gonna wait 20
>>
>>4219553

I'll change my vote to Badlands
>>
>>4219563

>>4219493 is my old vote
>>
I can't wait to send a nuke up to their ship in orbit. Fun times await.
>>
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The badlands prove to be riddled with ravines and small passes, perfect for settling up in, while still within striking distance of any threat. Supply trains will be a little trickier, but your soldiers take comfort in the surrounding natural fortifications.

>During a contract, time is divided into weeks. Each commanding officer can receive one order to try and fulfill for that week. Some will need rolls, others will not

Week 1
Tank Command
Commanding Officer: Captain Guzman
>Order the tanks on patrol to the south-west. A show of force will move out the pirates, but alert them to your presence
>Set up training procedures for an assault on the main pirate base (-2 due to lack of intel)
>Spend the week paint new camouflage on the tanks

Mechanized Infantry
Commander Officer: Captain Heikkinen
>Order the infantry on patrols in the town. Reassure the people with your troops
>Order the infantry on patrols throughout the ranches. More subtle than the tanks, but they might have to fight some gangers
>Order the infantry to scout to the north, and gather intel on the pirate base

Logistics & Support
Commanding Officer: Commander Augereau
XO: Gurney
>Spend the week on a PR tour of the colony, engendering support with the locals
>Spend the week setting up your shuttles to secure supply runs with the town
>Spend the week going over maps, looking for any useful intel
>>
>>4219631
>Spend the week paint new camouflage on the tanks
>Order the infantry to scout to the north, and gather intel on the pirate base
>Spend the week on a PR tour of the colony, engendering support with the locals
>>
>>4219631
>Spend the week paint new camouflage on the tanks
>Order the infantry to scout to the north, and gather intel on the pirate base
>Spend the week setting up your shuttles to secure supply runs with the town
>>
>>4219631
>Spend the week paint new camouflage on the tanks
>Order the infantry to scout to the north, and gather intel on the pirate base
>Spend the week setting up your shuttles to secure supply runs with the town
>>
>>4219631
>Spend the week paint new camouflage on the tanks
>Order the infantry to scout to the north, and gather intel on the pirate base
>Spend the week going over maps, looking for any useful intel

Must find a way to hijack enemy cruiser
>>
>>4219697
+1
>>
>>4219631
>Spend the week paint new camouflage on the tanks
No point in looking like a doofus

>Order the infantry to scout to the north, and gather intel on the pirate base

>Spend the week setting up your shuttles to secure supply runs with the town
>>
>>4219850
>>4219674
>>4219651

>Give me a 1d20+1 roll for the infantry, DC 11
>>
Rolled 14 + 1 (1d20 + 1)

>>4219854
>>
Rolled 7 + 1 (1d20 + 1)

>>4219854
>>
Rolled 14 + 1 (1d20 + 1)

>>4219854
>>
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>>4219864

Guzman spends his days camoflaging, something he takes to with great pleasure. You arrange your shuttles into a limited convoy system. They are unarmed, but much faster than any overland transport for supplies. Hopefully the pirates don't go after them. Heikkinen has a good deal of success with the infantry, managing to track down the main base of the pirates, while remaining unseen. The base itself lacks any sort of real defense, relying on the threat of the cruiser moored at the base to drive anyone off.

Your troops settle into the groove of things, and seem to be ready to fight
Discipline: 5/10
Morale: 6/10 (Access to town)

Week 2
Tank Command - 20/20
Commanding Officer: Captain Guzman
>Order the tanks on patrol to the south-west. A show of force will move out the pirates, but alert them to your presence
>Set up training procedures for an assault on the main pirate base
>write-in

Mechanized Infantry - 500/500
Commander Officer: Captain Heikkinen
>Order the infantry on patrols in the town. Reassure the people with your troops
>Order the infantry on patrols throughout the ranches. More subtle than the tanks, but they might have to fight some gangers
>Set up training procedures for an assault on the main pirate base
>write-in

Command & Logistics
Commanding Officer: Commander Augereau
XO: Gurney
>Spend the week on a PR tour of the colony, engendering support with the locals
>Spend the week going over maps, looking for any useful intel
>Bust out the atomics, and nuke the base off the map
>Order a massive assault on the pirate base, immediately.
>>
>>4219996
>Set up training procedures for an assault on the main pirate base
>Set up training procedures for an assault on the main pirate base
>Order a massive assault on the pirate base, immediately.
>>
>>4220006
>Just a point of order, the assault would larger negate the training, as it would be pretty rushed. Apologies for not including that
>>
>>4219996
>Set up training procedures for an assault on the main pirate base
>Set up training procedures for an assault on the main pirate base
>Spend the week going over maps, looking for any useful intel
>>
>>4219996
>Set up training procedures for an assault on the main pirate base

>write in
Set up an elite detachment to infiltrate the base and seize their cruiser just before the main assault

>Spend the week going over maps, looking for any useful intel
>>
>>4220011
Support
>>
>>4219996
>Set up training procedures for an assault on the main pirate base
>Set up training procedures for an assault on the main pirate base
>Spend the week going over maps, looking for any useful intel

And supporting the cruiser write-in
>>
>>4220011
this seems like a good idea
>>
>>4220033
>>4220011
>>4220053
>>4220055

For the tanks
>Roll 1d20+1, DC10

For the elite infantry
>Roll 1d20+1, Bo2, DC 15
>>
Rolled 8 + 1 (1d20 + 1)

>>4220073
>>
Rolled 12 + 1 (1d20 + 1)

>>4220073
Pray this one's better
>>
Rolled 18 + 1 (1d20 + 1)

>>4220073
>>
>>4220091
>Best of 2, give it another shot for the infantry
>>
Rolled 15 + 1 (1d20 + 1)

>>4220073
>>
>>4220096
Anon did it first and better >>4220093
>>
>>4220093
>>4220086

You take a moment to review your troops. The tanks seem solid, if a little unsure in how they will advance in formation, while your infantry seems in fighting order. Heikkinen managed to make a small infilitration team, replete with e-jammers, pirate disguises, and hacking devices, and they seem well trained.

As it stands, you can attempt two strategies

>Operation Cannon Ball. The tanks and a large group of infantry blitz the base, while the infiltration team moves in ahead of them and takes out the cruiser
>Operation Abacadabra. The infiltration team moves in now, and you draw the pirates out by taking their cruiser and drawing them into a trap
>write-in
>>
>>4220723
>Operation Cannon Ball. The tanks and a large group of infantry blitz the base, while the infiltration team moves in ahead of them and takes out the cruiser
>>
>>4220723
>Operation Cannon Ball. The tanks and a large group of infantry blitz the base, while the infiltration team moves in ahead of them and takes out the cruiser

By the time the first shot is fired the team should have at least neutralized the cruiser.
>>
>>4220723

>Operation Cannon Ball. The tanks and a large group of infantry blitz the base, while the infiltration team moves in ahead of them and takes out the cruiser
>>
>>4220723
>Operation Cannon Ball. The tanks and a large group of infantry blitz the base, while the infiltration team moves in ahead of them and takes out the cruiser
>>
>>4220723
>Operation Abacadabra. The infiltration team moves in now, and you draw the pirates out by taking their cruiser and drawing them into a trap
>>
>>4220788
>>4220769
>>4220754
>>4220743

Early in the morning, you relay the orders. Guzman smiles, lighting his cigarillo, while Gurney chuckles softly, "Good plan. That cruiser will be a helluva catch." The camp is quiet but purposeful in its preparations. With a low rumble, the tanks head off, along with the infantry. The infiltration squad completes its last preparations. You are with

>The tanks. Best to lead the main assault
>The infantry. In with the grunts, where you most feel comfortable
>With the infiltration squad. Their mission is the most sensitive
>At the rear, on the comms, and ready with the reserve
>>
>>4220924
>With the infiltration squad. Their mission is the most sensitive
>>
>>4220931
+1
>>
>>4220924
>At the rear, on the comms, and ready with the reserve
The commander should get all information and issue orders. Frontline command is for our officers.
>>
>>4220924
>With the infiltration squad. Their mission is the most sensitive
>>
>>4220924
>The tanks. Best to lead the main assault
>>
>>4220924
>At the rear, on the comms, and ready with the reserve
>>
>>4220924
>>The tanks. Best to lead the main assault
>>
Rolled 93 (1d100)

>>
>>4220931
>>4220935
>>4220942
>Give me a 1d20+2, Bo2, DC 15
>>
Rolled 17 + 2 (1d20 + 2)

>>4222239
>>
Rolled 2 + 2 (1d20 + 2)

>>4222239
>>
Rolled 16 + 2 (1d20 + 2)

>>4222239
>>
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>>4222249

In the gloom of the morning, you head out. The inside of the APC is cramped with equipment. The members of the squad are veterans all, and take reassurance that their commander is by their side. Most of the time is spent going over exfil plans and the like. About two hours pass before you here the driver chatting with someone. The pirates have a small amount of security, but your disguise as a roving gang holds, and soon you find yourself inside their base. The APC is parked some 100 meters from the cruiser, and as the squad exits, it's with a profound sense of relief that you are not met with a hail of bullets. Now that you are close to the base itself, you see that the pirates really don't have much in the way of actually defense. You do note that there are gunships to the west of the base.

You and your squad move quickly, heading towards the bulky Imperial cruiser. Fuel lines link the bulk of it to the ground, and there is a small service elevator extended. As you approach, two pirates, dressed in old Imperial black, approach. Your point-man draws his sidearm and drops them with series of close-range shots. The noise of the fueling masks any noise as you help drag the bodies into cover.

Up the elevator. The adrenaline is pumping now. The corridors still smell of gun-metal, and blood. You move in pairs, killing any pirate you run across, with monoknife or laser. Some cry out, but never quick enough. Room by room, corridor by corridor, you make your way to the bridge. E-jammers flare as you hit it with flash grenades. Swearing, stinking pirates come pouring out, and you gun them down. You glance down at your watch. 5 minutes have passed since you left the APC, and you have the cruiser under your control. Reaching for your comms, you call in the general attack. With what limited control you have over the cruiser, you can

>Target the weapon systems on the gunships
>Target the weapon systems on the bulk of the camp
>Engage the engines, and pull away from the camp
>>
>>4222443
>Target the weapon systems on the gunships
>>
>>4222443
>>Target the weapon systems on the gunships
I think stealing the cruiser is enough air power for now. Having no air support when a stampede of tanks is heading your way is a bad day and should hit their morale like a train.
>>
>>4222443
>Target the weapon systems on the gunships

we can handle low quality pirate infantry those gunships could fuck our tanks up
>>
>>4222453
>>4222452
>>4222450

>1d20-1, DC 8 for the tanks
>1d20, DC 10 for the infantry contigent
>>
Rolled 18 - 1 (1d20 - 1)

>>4222463
>>
Rolled 9 (1d20)

>>4222463
>>
Rolled 20 (1d20)

>>4222463
>>
>>4222463
Bo2 for infantry?
>>
>>4222472
>>4222474

It takes a few moments to punch the command to the cruiser. You don't have full access, but the point-defense systems are more than enough to rip apart the gunships at this range. Just as you see the dust on the horizon from your tanks, you call it in.

A hail of lead pours downwards, tearing through the parked gunships. Screams and panicked shouts erupt, as the steel rain plays back and forth across the landing pads. At the same time, the tanks appear. Like great beasts on a stampede, the twenty tanks rush inwards, main guns flaring violet. Wherever the powerguns hit, flashes of ash and fire appear. The pirates, stunned at the sudden intensity of fire, begin to fall backwards. From your comms, you hear that several of your infantry squads have run afoul with a small minefield. Explosions and fire continue to ripple outwards, with the pirates retreating in full-flight from the might of your armour. After a few short minutes, the field is yours. Because your infantry was unable to complete the mop-up, several larger elements of the pirates managed to retreat.

Emerging from the elevator, you are greeted with the smell of burning jet fuel and the cheers of your troops. Heikkinen approaches and says "Area secure, Commander. What are your orders?"

>Operation Cannon Ball was a success. Tank Command took no losses, and gained 1XP. Mechanized Infantry lost 20 soldiers, and gained 1XP. Command & Logistics took no losses and gained 1XP.
>You have unlocked specialized orders for your Commanding Officers
>Captain Guzman: Unorthodox Tactics I - DC15, on success, +3 to next Tank roll; on failure, -3 to next Tank roll
>Captain Heikkinen: Disciplinarian I - DC15, on success, +1 Discipline; on failure, -1 Morale
>Gurney: Stubborn Mule I - DC15, on success, +2 to next Morale roll; on failure, -1 Discipline

You have gained a Cazador-class cruiser

>Pull back to your own base, and torch the pirate base. You will lack refueling options for the cruiser at your base
>Establish a secondary base here at this location
>Sound a general order for the base of operations to be moved from the badlands to the pirate base
>>
>>4222597
>>Establish a secondary base here at this location
>>
>>4222597
>Establish a secondary base here at this location
>>
>>4222597
>Establish a secondary base here at this location
>>
>>4222597
>Sound a general order for the base of operations to be moved from the badlands to the pirate base

Claim the biggest room on the cruiser
>>
>>4222631
>>4222627
>>4222611

To establish a second base, you have leave a commanding officer in charge, along with some of your troops

Heavy Tanks - 20/20
>How many do you want at the secondary base?
Mechanized infantry - 480/500
>How many do you want at the secondary base?
Shuttles - 14/14
>How many do you want at the secondary base?

Who is the officer?
>Guzman
>Heikkinen
>Gurney
>>
>>4222648
5 tanks
200 infantry
3 shuttles

>Heikkinen
>>
>>4222648
5 tanks, 150 mechanized infantry, 4 shuttles
>Heikkinen
>>
>>4222648
>6 tanks
>200 infantry
>5 shuttles

>Heikkinen
>>
>>4222706
Support
>>
>>4222706
Support
>>
>>4222706

Supporting
>>
>>4222706
support
>>
File: sniper2.jpg (423 KB, 1448x2048)
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>>4218683
Found a suiting pic for the commander in action
>>
>>4223495
>>4223052
>>4223041
>>4222744
>>4222706

Leaving Heikkinen in control of the pirate base, you contemplate the challenge ahead. Three larger groups of pirates have fled, joining the gangs that rove around the ranches. While you may have crushed the main nest, the bugs still remain.

Discipline: 5/10
Morale: 7/10 (Recent victory, access to town)

Week 3

Main Base
Tank Command - 14/20
Commanding Officer: Captain Guzman
>Order the tanks on patrol to the south-west. A show of force will move out the pirates, but alert them to your presence
>Begin placing tanks in the ranches, to help fortify them
>Order tank patrols in Hallum, the main town
>Allow Guzman off the leash, and let him come up with something on his own
>write-in

Mechanized Infantry - 280/500
Commander Officer: N/A
>Order the infantry on patrols in the town. Reassure the people with your troops
>Order the infantry on patrols throughout the ranches. More subtle than the tanks, but they might get into some trouble
>Order the infantry on scouting missions into the south and west. Try to get a bead on numbers
>write-in

Command & Logistics
Commanding Officer: Commander Augereau
XO: Gurney
Shuttles - 9/9
>Spend the week on a PR tour of the colony, engendering support with the locals
>Spend the week going over maps, looking for any useful intel
>Spend your time with the cruiser, assessing functionality and refitting possibilities
>write-in

Secondary Base
Tanks - 6/6
Mechanized Infantry - 200/200
Shuttles - 5/5
Commanding Officer: Captain Heikkinen
>Patrol the surrounding area
>Begin repairing, and refitting the cruiser
>write-in
>>
>>4223943
tanks:
>standby as strike force
mech inf:
>scout out for the smaller pirate groups/bases and call the tanks and attack together
command:
>cruiser
secondary base:
>fortify, set up perimeter alerts, and prepare for possible counterrattack/infiltrations
>>
>>4223970
>>4223943
Support
>>
>>4223970
+1
>>
>>4223970

Supporting
>>
>>4223970
Support
>>
>>4223970
Supporting
>>
>>4223719
Damn, son.
>>
We captured their main base. We should ask for some down-payment.
>>
Rolled 19, 12 = 31 (2d20)

>>4224257
>>4224078
>>4224025
>>4224016
>>4223982
Alright, give me a 1d20+1, DC 12

>>4224300
I approve

>>4224360
Do you want to tack that on as well? It's simple enough
>>
Rolled 5 + 1 (1d20 + 1)

>>4224498

Supporting the down payment
>>
Rolled 19 + 1 (1d20 + 1)

>>4224498
>>
Rolled 19 + 1 (1d20 + 1)

>>4224498
>>
File: yoon-lee-illust.jpg (661 KB, 1536x2048)
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Rolled 7 + 1 (1d20 + 1)

>>4224498
Yes some pay is good. Also if any brave young men and women of this planet wants to join they are welcome. We need replacements.
>>
File: Grey APC.jpg (356 KB, 1393x898)
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>>4224504

Placing the tanks on high alert, you disperse your APCs throughout the landscape, patrolling for smaller groupings and holdouts. At the cruiser base, Heikkinen digs in, securing the area with a series of grid-like defenses. The cruiser itself is in shoddy repair, and is a relatively older module. The jump-drive still functions, but the main gun is still offline. It has four small hangar bays, and could carry a functional crew of 200 at any given time. You take the main room, and decide to call up the mayor of Hallum to talk pay.

His gentle face appears in the commscreen, and he says "Ah, Commander. I've heard the good news. Any updates?"
"Nothing major. The pirates are on their last leg. Can we discuss some release of funds prior to the completion of this contract?" you query.
"Oh, of course. Naturally. We are..." His next words are cut-off by a dull thump off-screen. He looks up in alarm and disappears for a moment. He quickly returns, in a panic,
"Commander! The pirates...they are attacking the town. I think their goi..."

The transmission cuts out! You leap up, hurriedly dressing as you key into your command comm.

Cruiser Base
Tanks - 6/6
Mechanized Infantry - 200/200
Shuttles - 5/5
Commanding Officer: Captain Heikkinen
>Advance immediately on the town, in full force. Use the shuttles to airdrop troops in
>Advance immediately on the town, in full force. Do not use the shuttles
>Advance, with select elements [Indicate how many troops are heading to the town]
>Remain in position, in case of a secondary attack
>write-in

Command & Logistics
Commanding Officer: Commander Augereau
XO: Gurney
Shuttles - 9/9
>Order the cruiser into action, with a skeleton crew
>Disembark, and join the main advance
>Stay at the cruiser base
>Use a shuttle to join Guzman at the primary base
>write-in

Mechanized Infantry - 280/500
Commander Officer: N/A
Elements are dispersed, orders will take time to initiate
>Order the infantry to advance on the town
>Order the infantry back to the primary base
>Order the infantry to hold in the ranches outside of town

Tank Command - 14/20
Commanding Officer: Captain Guzman
>Order the tanks to the ranches to the south-west, to fortify with the infantry on patrol
>Order the tanks to advance on the town, immediately
>Order the tanks towards the cruiser base
>Order the tanks to hold position
>Allow Guzman off the leash, and let him come up with something on his own
>write-in
>>
>>4224558
>Fug, that red formatting. My bad everyone
>>
>>4224558
>Advance immediately on the town, leave 50 men to act as a garrison. Use the shuttles to airdrop troops in
>Disembark, and join the main advance
>Order the infantry back to the primary base
>Order ten of the tanks to advance on the town, immediately

Leave some garrisons, don't waste time trying to get the infantry to the town, but get elements to the town ASAP
>>
>>4224558
Cruiser Base
>Remain in position, in case of a secondary attack
Command & Logistics
>Stay at the cruiser base
Mechanized Infantry
>Link up with tanks at the ranches
Tank Command
>Link up with infantry at the ranches
>>
>>4224558
Cruiser Base
>Half of the force (3 tanks & 100 infantry) advance with shuttles to airdrop

Command & Logistics
>Disembark, and join the main advance

Mechanized Infantry
>Order the infantry to advance on the town

Tank Command
>Order the tanks to advance on the town, immediately
>>
>>4224558
>Advance immediately on the town, leave 50 men to act as a garrison. Use the shuttles to airdrop troops in
>Disembark, and join the main advance
>Order the infantry back to the primary base
>Order the tanks to advance on the town, immediately
>>
>>4224558

Tanks to the town. Half of the mech reinforce the town. Half reinforce cruiser base

Its a diversion!
>>
>>4224637
Ill support this one. this is blatant attempt to get us to leave the cruiser understaffed so they can retake it
>>
>>4224558
>Tanks drop in with shuttles, Infantry protect base
>Disembark
>Half go to main base, half go to town
>Advance to the town, attack when the rest of the tanks drop in
>>
>>4224637
this
>>
>>4224637
>>4224658
>>4224779

So, if I'm reading this correctly

Main base sends 16 tanks
Cruiser base sends 3 tanks and 100 infantry
The infantry on patrol sends 140 into the town

What's happening with the commander and the cruiser?
>>
>>4224937
If I understand correctly we'll stay to defend it.
>>
This is why you follow the voting template you fools.
>>
>>4224937
yes except leave the infantry at cruiser base
>>
>>4224585
>>4224607

>Redacting, and taking this.

Alarms ring as you pound down the length of the cruiser.
"Guzman!" you yell.
"Yes, boss?" comes the sleepy reply.
"Advance on Hallum, immediately." The line goes quiet, apart from a few curses.

Switching over to Gurney and Heikkinen, you relay your orders to airdrop troops in along with tanks, while leaving 50 in reserve with the cruiser. By now, you are stalking across the scrubland, heading for a shuttle. With a final snapped order to the troops out on patrol to return to motherbase, you feel the shuttle engines roar as they take off. The damn pirates are cagey. They must have some sort of central command to have this sort of coordination. Gurney pipes up,
"Commander, what are the ROEs?"

>All weapons free. No regard for civilian casualties or damage
>Standard. Wait until fired upon, but take no prisoners.
>Minimal. As standard, but try to avoid any unnecessary damage or deaths
>>
>>4225306
>Standard. Wait until fired upon, but take no prisoners.
>>
>>4225306
Is it possible to ask for a little common sense from our soldiers not to shoot unarmed people if we allow an all weapon policy?
>>
>>4225306
>Standard. Wait until fired upon, but take no prisoners.

unless the colony wants prisoners for some reason no point in taking prisoners
>>
>>4225306
>Standard. Wait until fired upon, but take no prisoners.
>>
>>4225306
>>All weapons free. No regard for civilian casualties or damage
just tell them not to shoot unarmed or unarmored people, how hard can that be
>>
>>4225405
>next thing I knew there was a psycho, completely naked, with a grenade shoved up his ass charging straight at me
>>
>>4225340
Sure, but that could lead to trigger-happy incidents. Your troops aren't super disciplined. A figure moving in an alleyway or door can be misconstrued as a target
>>
>>4225411
risk of the trade
>>
>>4225306
>All weapons free. No regard for civilian casualties or damage
>>
>>4225306

all weapons free
>>
>>4225306
>Standard. Wait until fired upon, but take no prisoners.
>>
>>4225306
>Standard. Wait until fired upon, but take no prisoners.
>>
>>4225306
standard
>>
>>4225306

>Standard. Wait until fired upon, but take no prisoners.
>>
>>4226012
>>4226011
>>4226009
>>4225840
>>4225397
>>4225341
>>4225311

"No one fires until fired upon. We are in a hostile environment, with plenty of friendlies we don't want to splash,"
Gurney grunts in approval. As the shuttles howl across the fields and dirt, you can hear distant rumbles of the tanks. Small-arms fire pits and tings off the shuttles as you rush inwards, and the roar of the VTOLs fill your ears. Glancing at the heads-up, you can see Guzman has just entered the perimeter of the town. He reports his taking small-arms fire, but nothing major. Watching from the viewport, you can see a small outbuilding blast open under a powergun. The noon sun is high, and you have a pretty good oversight of the town. You order the shuttles to land

>Outside the town, and advance inwards as one
>In the central square. More exposed, but you'll be in the thick of it right away
>Stay in the air, and provide overwatch.
>write-in
>>
>>4226142
>>Stay in the air, and provide overwatch.
>>
>>4226142
>Stay in the air, and provide overwatch.
>>
>>4226142
can't the shuttles drop their troops then do air support?
>>
>>4226142
>>Outside the town, and advance inwards as one
>>
>>4226142
>Outside the town, and advance inwards as one
Our armor needs infantry support, ESPECIALLY in urban combat
>>4226158
This
>>
>>4226142
>Outside the town, and advance inwards as one
Then do this>>4226158
>>
>>4226165
>>4226317
>>4226382

The shuttles roll in, disgorging troops in and around Guzman's tanks. The tanks that the shuttles could carry also lumber out. The shuttles peel off again, with a few door gunners in position for air support. Gurney is already settled behind a heavy-blaster, a grim set to his face. You

>Stay aboard
>Disembark
>>
>>4226752
>Disembark
>>
>>4226752
>Disembark
>>
>>4226752
>Disembark
>>
>>4226752
>Disembark
>>
>>4226752
>Disembark
Lets get some mud on our boots
>>
>>4226752
>Disembark
>>
>>4226752
>Disembark
>>
>>4227669
>>4226906
>>4226850
>>4226826
>>4226777
>>4226772
>>4226759

>1d20+1, DC 9, for Guzman
>1d20+2, Bo2, DC 12, for you and the infantry
>1d20+1, DC 11, for the air support
>>
Rolled 6 + 1 (1d20 + 1)

>>4228108
>>
Rolled 18 + 2 (1d20 + 2)

>>4228108
>>
Rolled 15 + 1 (1d20 + 1)

>>4228108
>>
>>4228108
>>
Rolled 14 + 1 (1d20 + 1)

>>4228108
>>
File: Bloody.jpg (169 KB, 752x1063)
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>>4228109
>>4228114
>>4228133
>>4228137

Hallum is your typical colony town, a squat series of pre-fab buildings and snarls of wiring. Moving in small teams, with the roar of the tanks, it's hard not to feel like the tiger stalking the jungle.

As the lead tank rounds a corner, there is a flash. A buzzbomb lances out from a neighbouring window. Tritanium alloy is strong, but a well-placed shaped charge will still cause havoc. The tank explodes in a flash of light.
"Contact!"
"TO THE RIGHT! CHECK YOUR CORNERS!"

The din of combat washes over you. You and your squad rush down sidestreets. A flash of movement, and you stop. A civvie dashes across the street. You wait, a beat, then another. A raggedly dressed man in old Imperial armour appears. Your gun kicks once, and he drops. Street by street, block by block, you advance. Infantry pin down stubborn pirates, sometimes hitting civilians, sometimes not. The tanks main guns bloom in viridian, scalding the area with hot steam and metal. A subsonic explosion ripples outward from Guzman's tank as he hits a power generator. Your net of fire and death slowly inch towards the central square.

Above, you hear constant comm chatter from the shuttles. Gurney and the door gunners rain down fire when necessary. At one point, a particularly stuck-in group of pirates are jet-washed off a roof by the VTOLs. Finally, after an hour of grim fighting, you and your squad reach the central square. You lost count of how many close-quarter firefights you just were in, and your battleharness is drenched in blood. Your knife got snapped off at the hilt at some point, and the stares your soldiers give you as you walk towards the town hall is one of lust, admiration and fear. The tanks settle into the ground, and position the main guns for a salvo on the hall.

From the third window, you see a small flag waving. From that window, you hear a voice, amplified, shout out,
"To the merc bastards out there! We have the mayor and his pissant council in here with us. Make any move, and we waste 'em!"

You
>Respond, and attempt to get the pirates to surrender
>Respond, and attempt to cover for your infilitration team to get into position for a breach
>Do not respond, and open fire. Make them surrender or die
>write-in
>>
>>4228194
>>Respond, and attempt to cover for your infilitration team to get into position for a breach
>>
>>4228194
"I negotiate with terrorists" Lol I actually don't
>Respond, and attempt to cover for your infilitration team to get into position for a breach
>>
>>4228194
>>Respond, and attempt to cover for your infilitration team to get into position for a breach
>>
>>4228194
>Respond, and attempt to cover for your infilitration team to get into position for a breach
>>
>>4228194
>>Respond, and attempt to cover for your infilitration team to get into position for a breach
>>
>>4228194
>Respond, and attempt to cover for your infilitration team to get into position for a breach

Careful with our paycheck there
>>
>>4228194

>Respond, and attempt to cover for your infilitration team to get into position for a breach

Fucking pirate scum
>>
>>4228301
>>4228286
>>4228253
>>4228242
>>4228212
>>4228210
>>4228201

>For the distraction, 1d20, DC 8

>For the infiltration team, 1d20+1, DC 12
>>
Rolled 10 (1d20)

>>4228365
Hey, fuck you pirates.
>>
Rolled 13 + 1 (1d20 + 1)

>>4228365
>>
>>4228375
>>4228382
Neat. We beat both DCs by 2.
>>
>>4228388
Our lucky number I suppose
>>
>>4228375
>>4228382

"Don't do anything rash, you hear? We can settle this, with no unnecessary bloodshed," you call out.
"We want our fucking cruiser back! And we want safe passage! And some girls..." as the pirate continues ranting, you begin sub-vocalizing to your squads. Just as the pirate reaches a fever pitch, you make the call. Smoke canisters launch outwards from the APCs, smashing windows and filling the air with plumes of grey. At the same time, the infiltration squad breaches. You count 60 heartbeats, hearing only the occasional gunshots, shouts, and cries for help.

60 heartbeats later, and the mayor and the council are escorted out by your infiltration squad, wide grins on all of them. The smoke clears, and your are left in command of the field. The mayor walks up to you, pathetically grateful, and wires over the 1.5 million credits owed for the contract. Surveying your troops, you see that you've taken minimal losses, apart from some tanks lost to buzzbombs in the fight for Hallum.

>The Namaster contract has been completed successfully.
>Total enemy assets destroyed or killed: 3 gunships, 1037 infantry
>Total losses: 3 heavy tanks, 35 infantry

With the day near completed, you are left with the unenviable task of what to do with the captured pirates. They are a ragged bunch, some colonists who joined on, others Imperial deserters, still more opportunistic mercs. You've corralled them into a small area outside of town. The colonists watch with sullen eyes, and most seem to be calling for their blood. In total, there are 252 captured pirates.

>Release them into the custody of the colony. Let their fate be decided with the colonists.
>Keep them as prisoners. You can always sell them to the next slaver you find.
>Enlist them. They could use a new start, and killers are hard to come by
>write-in
>>
>>4228416
>>Release them into the custody of the colony. Let their fate be decided with the colonists.
>>
>>4228416
>Release them into the custody of the colony. Let their fate be decided with the colonists.
Meh, this backcountry scum isn't worth the cost of outfitting. I also can't say I like slavery all too much.
>>
>>4228416
>>Enlist them. They could use a new start, and killers are hard to come by

ask for volunteers first, those who refuse will be kept as prisoners for the slavers
>>
>>4228439
going with this
>>
>>4228416
execute them for using civilians as a shield
>>
>>4228416
>Release them into the custody of the colony. Let their fate be decided with the colonists.

We don't need these losers. However we do need fresh recruits. So ask for volunteers among the colonists instead.
>>
>>4228452
I can change to this instead
>>
>>4228452
This, im tempted to get the ones with Imperial training, but if they went bandit once theyll do it agin.
>>
>>4228470
>>4228452
>>4228434
>>4228433

They are scum. Let the people they tormented decide what punishment to mete out.

Now that you are not on a contract, things relax a little. There are some hangings in the town, and the troops and the locals have a bit of a shindig, which certainly helps. Several administrative tasks take up your time, but by and large, things are good. Payment occurs, with an additional 500,000 credits from a grateful colony.

Totaling up the costs with Gurney leaves you with the following
>1.5 million in transit
>650,000 in troop pay
>1.5 million gained

>2,350,000 credits left

A few administrative tasks remain for you before deciding on your next venture.

>Do you permanently establish the special operations team - 100,000 per month cost

>Do you seek volunteers from the colony?

>What will you name the cruiser you captured?
>>
>>4228664
Yes
Yes
Charlemagne
>>
>>4228685
support
>>
>>4228685
Support
>>
>>4228664
Yes
Yes
Bretagne
>>
>>4228685
+1
>>
>>4228685
support
>>
>>4228685
+1
>>
>>4228685

Speaking with Heikkinen, you set up the spec-ops teams as a permanent addition to the company. The cruiser is renamed, and you begin an enlisting program with the locals. Turnout is surprisingly high, and with the number you get, you could start training a new regiment, or simply bolsters your mechanized infantry

>Add 500 recruits to the Mechanized Infantry, lose 1 Discipline

>Create a new regiment
>Infantry. 100,000 credits
>Heavy Infantry. 200,000 credits

Additionally, you can spend your XP at this point. Each regiment has 1XP currently. You can spend it, or bank it.

>Tank Command
>Blitz tactics. +1 to Attack
>Iron Shield. +1 to Defense
>Commander training. +1 rank to commander

>Mechanized Infantry Command
>Blitz tactics. +1 to Attack
>Iron Shield. +1 to Defense
>Commander training. +1 rank to commander

>Command & Logistics
>Cruiser. +1 to Cruiser
>Planning. +1 to Strategy
>Airdrops. +1 to Air
>>
>>4229813
>Create a new regiment
>Infantry. 100,000 credits

> Tank Command
> Commander training

>Mechanized infantry command
> Blitz tactics

> Command and logistics
>Cruiser
>>
>>4229826
+1
>>
>>4229813
>Infantry. 100,000 credits
>Blitz tactics. +1 to Attack
>Iron Shield. +1 to Defense
>Planning. +1 to Strategy
>>
>>4229813

>Infantry. 100,000 credits
We need men to populate defensive lines, bases, and occupations.

>Commander training. +1 rank to commander
>Commander training. +1 rank to commander
CO's need exp.

>Cruiser. +1 to Cruiser
This thing needs work
>>
>>4229813
>Create a new regiment
>Heavy Infantry. 200,000 credits
>Tank Command
>Blitz tactics. +1 to Attack
>Mechanized Infantry Command
>Iron Shield. +1 to Defense
>Command & Logistics
>Planning. +1 to Strategy
>>
>>4229813

>create a new regiment, infrantry (we can allways retrain them later after they have proven themselves)

>tank trains in Iron shield for additional defence. tank-crews must be kept alive as they are high value targets.

>mechanized infantry command
>blitz-tactics

>cruiser
>>
>>4229826
support
>>
>>4229813

>Infantry. 100,000 credits

>Blitz tactics. +1 to Attack

>Iron Shield. +1 to Defense

>Cruiser. +1 to Cruiser
>>
>>4229992
Support
>>
New infantry regiment
Blitz tactics for tanks
Blitz tactics for mechanized infantry
Cruiser for command
>Locked in. Will write up tomorrow. Thanks to all of you for playing so far! Enjoying this a lot
>>
>>4230645
Good stuff qm. I wish to see more character interactions and slice of life next time.
>>
>>4230645
Thanks for running
>>
>>4230645

based
>>
>>4230870
Gotcha. Will try to emphasize that more.
>>
>>4230645
Looked in because I liked the OP picture. Might just lurk since I'm in several other quests, and have things to do, but I'm liking what you're doing.
>>
>>4230645
loving the atmosphere and pics and stuff, thanks OP
not sure if I will participate but I will continue to lurk
>>
Lurkers are the worst.
>>
Namaster is not the most beautiful planet, but when the night rolls around and the veil of stars unfold across the flatlands, you cannot help but feel a sense of peace wash over you. Your company is largely consolidated, with the new recruits undergoing a boot camp under the studious eye of Gurney. He may be old, but he still hasn't lost his bite when it comes to chewing out recruits.

You sit around a fire with Guzman and Heikkinen, all eating some local delicacy known as rondak meat. Steak-like, but much chewier. Guzman takes out a guitar, and begins to softly strum a melody. Given the break-neck pace of the past few weeks, this is a welcome break. You fall into a rhythm of talk, guitar, and more talk. With the space now to think, you reflect on the past few years. The company has grown quite a bit, from it's genesis, which started

>When you left the Imperial fleet, and struck out on your own
>When your home colony was attacked, and you formed the company
>When you enlisted into Gurney's old company
>write-in

>Some mood music by Guzman
>https://www.youtube.com/watch?v=y_goHl-GuNk
>>
>>4235380
>When your home colony was attacked, and you formed the company
>>
>>4235380
>When your home colony was attacked, and you formed the company
>>
>>4235380
>>When you left the Imperial fleet, and struck out on your own
>>
>>4235380
>When you left the Imperial fleet, and struck out on your own
>>
>>4235380
>>When you left the Imperial fleet, and struck out on your own
>>
>>4235380
>When your home colony was attacked, and you formed the company
>>
>>4235380
>When your home colony was attacked, and you formed the company
>>
>>4235575
>>4235499
>>4235392
>>4235391

Your home planet, a sleepy little French colony near the Outer Rim, was attacked by one of the fragment armies during the First Imperial Civil War. You remember the constant fires that summer, and how your family moved three times due to constant airstrikes. The local government made militia groups out of locals, and you joined on as a young volunteer. The war, never a front-line in the conflict, dragged on for three years, and by the end your rag-tag group became hardened. Looting the army led to the core of your tank squadron, and from those fateful years, you've soldiered on. But why?

>Power. The only truth of the universe is control. You seek nothing less than your own kingdom.
>Survival. The only truth of the universe is death. Being the best killer the universe has ever seen means that no one will ever fuck with you.
>Money. The only truth of the universe is credits. Money is power, and power is everything.
>write-in
>>
>>4235742
>Power. The only truth of the universe is control. You seek nothing less than your own kingdom.
>>
>>4235742
Power and a little bit of adventure
>>
>>4235742
>Power. The only truth of the universe is control. You seek nothing less than your own kingdom.
>>
>>4235742
>>Power. The only truth of the universe is control. You seek nothing less than your own kingdom.
>>
>>4235742
> Experiences. The only truth in the universe is that nothing matters, everything is permitted and war is just so damn entertaining. A good way to pass the time waiting for heat death of the universe. Because yes, we intend to even fight death if we come across her in our adventures. And maybe win.
>>
>>4235742
>>Survival. The only truth of the universe is death. Being the best killer the universe has ever seen means that no one will ever fuck with you.
>>
>>4235742
>Power. The only truth of the universe is control. You seek nothing less than your own kingdom.
>>
>>4235742
>Power. The only truth of the universe is control. You seek nothing less than your own kingdom.
>>
>>4235742
>Power
>>
Still alive qm?
>>
>>4238620
Seconded. I've really enjoyed this so far.
>>
>>4238620
prepare for a viking funeral for this quest I suppose
>>
>>4238620
>I'm still here. Just got swamped with work
>>
>>4239448
>Fug, even forgot name
>>
>>4236358
>>4236118
>>4236083
>>4235910
>>4235821
>>4235750
>>4235776

The only thing that matters is power. You know that, everyone knows that. You just stand a chance of getting it. Gurney lumbers over after awhile, and plops down beside you
"So, where to next, boss?" The other two look expectantly at you.
"The contract for peacekeeping at Vexxis is still open, along with those corporate douchebags over in the Nurali Badlands,"
Heikkinen pipes up at this point, "I also heard that the Imperial army is offering a fat contract for helping with a rebel colony on the Outer Rim. Could be good money, there,"

Whatever your choice, you will have to wait for the Spacer to come around again. But it's good to plan ahead.

>Nurali Badlands, to help with a corporate resource war
>Vexxis Prime, to aid in the peace-keeping efforts
>Outer Rim rebels, along with the Imperial navy
>>
>>4239560
>>Outer Rim rebels, along with the Imperial navy
>>
>>4239560
>Outer Rim rebels, along with the Imperial navy
Gotta increase law trust
>>
>>4239560
>Outer Rim rebels, along with the Imperial navy
>>
>>4239560
>>Nurali Badlands, to help with a corporate resource war
>>
>>4239560
>>Vexxis Prime, to aid in the peace-keeping efforts
>>
>>4239560
>Outer Rim rebels, along with the Imperial navy
>>
>>4239560
Outer rim rebels sounds compelling. Rebels did mess up our home, why not get paid to mete our justice
>>
>>4240098
>>4239808
>>4239663
>>4239651
>>4239648

"The rebels, what are they like?"
"An old general from the First Civil War. Goes by the name of Halleck. Some tin-pot dictator, at this point. Promises his soldiers that they'll all have land on some prime colony in the Outer Rim. The Imps are spooked, specially since his got a sizable force. Cruisers, nukes, the lot. Two systems more or less under his control. Should be a tough fight, but a hell of a contract." Gurney's drawl hides the naked greed in his voice.

He forwards the details to you later that night aboard the Charlemagne. Looks like 3 million upfront, and then a negotiable rate for where your company would fit into the intervention fleet being formed. Looking at the roster, you see that Matsumoto and the Red Suns have already signed on, along with another half dozen Free Companies. Seems to be a big one. You decide that the La Compagnie d'Anthelion will sign on with

>The main strike force. Heavily armed, this force will be the spear point towards the central command of the rebels on their main planet. Expect extremely heavy resistance, potential orbital warfare, and atomics. 25 million upon successful completion
>The reserves. You'll wait on an Imperial Spacer until needed. Could be put into the shit, or get a very easy gig. 7 million upon successful completion
>The wings. A side venture into the secondary system of General Halleck. Some resistance might be present, but chances are it will be a relatively easy attack. There is some concern about the lack of manpower the Imperials are putting forward. Could make for slow going, along with guerilla warfare. 11 million upon successful completion
>>
>>4240149
>The wings. A side venture into the secondary system of General Halleck. Some resistance might be present, but chances are it will be a relatively easy attack. There is some concern about the lack of manpower the Imperials are putting forward. Could make for slow going, along with guerilla warfare. 11 million upon successful completion
>>
>>4240149
>>The reserves. You'll wait on an Imperial Spacer until needed. Could be put into the shit, or get a very easy gig. 7 million upon successful completion
Might make easy money for doing and losing nothing
>>
>>4240149
>>The main strike force. Heavily armed, this force will be the spear point towards the central command of the rebels on their main planet. Expect extremely heavy resistance, potential orbital warfare, and atomics.
Funny, we have elite troops and atomics.
>>
>>4240149
>>The main strike force. Heavily armed, this force will be the spear point towards the central command of the rebels on their main planet. Expect extremely heavy resistance, potential orbital warfare, and atomics. 25 million upon successful completion
>>
>>4240149
>>The main strike force. Heavily armed, this force will be the spear point towards the central command of the rebels on their main planet. Expect extremely heavy resistance, potential orbital warfare, and atomics.

Easy jobs done, lets earn our way on.
>>
>>4240149
Main strike force. New ship won’t repair itself.
>>
>>4240149
>The wings
>>
>>4240262
>>4240239
>>4240214
>>4240212

You send a fatline to the Agency, indicating interest in the main strike force. Within minutes, it chirps back. You open it up, and the squat face of General Ghanti. It's a pre-recorded message. His frog-like face growls out, "Listen up, merc. High command ordered that I hire more of you as back-up. I resent the idea of spending money for meat. Rest assured, I will not throw away my creds that easily. Your rendezvous time is at jump-point Beta 736, in the Rylis system. If the Spacer gives you guff, use this."
The message ends abruptly, ending with a coded writ to give to a Spacer.
Imperial writs are rare, so to see this indicates that this little rebellion is a bit more important to the Imperials.

The Spacer is due back to Namaster in two days time. What do you focus your time on?

>Authority Standing: Neutral

>Training the new recruits
>Working out the kinks in the Charlemagne
>Giving the troops time to relax, including yourself
>write-in
>>
>>4240465
>>Giving the troops time to relax, including yourself
there won't be time for rest in the next few weeks
>>
>>4240465
>Giving the troops time to relax, including yourself
>>
>>4240465
question QM what are the benefits of giving the troops some r&r statswise?
>>
>>4240493
>Increased morale
>>
>>4240465
in that case
>>Giving the troops time to relax, including yourself
>>
>>4240465
>Giving the troops time to relax, including yourself
>>
>>4240465
relaxing makes sense. rough mission ahead of us, best to go in with the best.

we can work on training and charlemagne maintenance in transit.
>>
>>4240465
>Giving the troops time to relax, including yourself
>>
>>4240465
>Giving the troops time to relax, including yourself
>>
>>4241043
>>4240855
>>4240702
>>4240517
>>4240483
>>4240473

The next two days pass in a haze. Troops frequent the brothels, inns, and generally live large. The new recruits have tearful goodbyes. Guzman composes love ballads to some local girl, Heikkinen disappears for a hunt, and Gurney spends most of his time sleeping. You spend your time

>Drinking. Not to excess, but enough to get loose and party
>Fucking. Nothing relieves stress like pulling a few fresh-faced recruits to bed
>Working out. You stay in shape religiously, and it's a natural high
>Gambling. You like to place bets, and have several running card games with the troops
>V-sims. Immerse yourself in other worlds, at least for a bit
>write-in
>>
>>4241204
>>Working out. You stay in shape religiously, and it's a natural high
>>
>>4241204
>>write-in

>Meeting as many of the new faces as possible, we need the men to trust us and there is no better way for them to trust us then to know that we are only above them in rank.
>>
>>4241204
>Fucking. Nothing relieves stress like pulling a few fresh-faced recruits to bed
>>
>>4241204
>Fucking. Nothing relieves stress like pulling a few fresh-faced recruits to bed
>>
>>4241204
>>Fucking. Nothing relieves stress like pulling a few fresh-faced recruits to bed
>>Working out. You stay in shape religiously, and it's a natural high
The most intensive work out
>>
>>4241204
>Fucking. Nothing relieves stress like pulling a few fresh-faced recruits to bed
>>
>>4241204
>Fucking. Nothing relieves stress like pulling a few fresh-faced recruits to bed
>>
>>4241455
Also meet and introduce ourselves to as many recruits as possible.
>>
>>4241455
>>4241321
>>4241295
>>4241289
>>4241275
>>4241221

You like to keep fit. Cardio, weights, yoga, you do it all. You often show up to company PT to run laps around your soldiers. Years of hard military duty has left your body in peak condition. You often draw looks from your men, and at night, you often take advantage of that fact. Of course, any lucky enough to find their way under your sheets are run ragged by the end of the night. Your appetites are voracious. Somewhat of an open secret among the troops, you spend the last couple of nights 'entertaining' some of the troops. A handsome tanker on the first night, followed by a pair of twin sisters you'd been eyeing up all last week. Two days fly by quickly, and on the third, after a joyful send-off by the locals, your shuttles roar through the atmosphere.

Plunging once more into the void, your company docks once again on the Spacer. Imperiously, you shove the writ in the barking little attendants face. Their face pales, and thankfully, nods nervously. It looks like your travel fees will be waived. The Charlemagne will be tethered for this trip, as it's jump-engines still have a few 'quirks' to iron out. The cruiser will need a lot of work before it is void ready. Your troops are bunked down, the tanks polished, and you stretch your legs out, waiting for the inevitable plummet your stomach takes during a jump. Ahead, lies the Outer Rim, and the Rylis system. This battle could be everything for your company. A chance to carve out your name into something more.

>Alright, gonna wrap it up there. Work is becoming heavier at the moment. Will pick this quest up next week, Thursday. Been an absolute treat, all. Thanks!
>>
>>4241822
Ill be there boss, thanks for running
>>
>>4241822
Thanks for running. You should have this archived.
>>
Just caught up, loving it.
>>
OP forgot to link to the new thread. It's here

>>4254522
>>4254522
>>4254522
>>4254522
>>4254522



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