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Mercenary Group

From Gulf of Fallen Stars

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The faction sells its services to the highest bidder, and is an extremely mobile organization. Vast amounts of men and material can be moved interstellar distances in just a few months.
Effect: All faction assets gain the following special ability: As an action, the asset may move itself to any world within one hex.
Leaders:
Who leads the faction
  • Gruff battle-scarred veteran
  • Rotund jovial caravan leader
  • Charming business-savvy money man
  • Cold-hearted money-oriented corporate officer
Rules:
What are some universal laws or beliefs in the faction
  • Dueling is used to solve disagreements
  • Nothing is agreed unless there is a contract
  • Follows an honor code regarding civilian casualties
  • Once a contract is fulfilled all ties and debts to an employer is cleared; it never happened
  • Enemies:
    Which person inside the faction might oppose the group
  • Dishonored officer with a grudge
  • Dispassionate officer fulfilling a contract; "Nothing personal kid"
  • Veteran soldier driven to madness
  • Opposition:
    What forces might engage the group in combat
  • Veteran mercenaries with big guns
  • Drunk mercenaries on shore leave
  • New meat led by training officer
  • Obstacles:
    How might the faction inconvenience the group
  • "Accidental" friendly fire
  • Leaking information to mercenaries on the enemy side
  • Threatening to leave employer if forced to work with target
  • Friends:
    Who might offer the group services or missions
  • Jovial quartermaster
  • Gruff squad sergeant looking out for his people
  • Hot shot mecha pilot
  • Worried spouse following the company
  • Complications:
    How might negotiations be complicated
  • "We do not talk about Isval VII. Ever."
  • Money needs to change hands
  • Are limited by promises to a past employer
  • You can't get paid until they get paid
  • Missions:
    What missions might the faction offer
  • Smuggling supplies through enemy territory
  • Staging an incident to convince a faction that they need the mercenary groups' services
  • Scouting a target in a civilian capacity
  • Hot evacuation from an active battle zone
  • Things:
    What items might have relation to the faction
  • Mercenary contract with your name in there
  • Antique artillery battery called Berta
  • Lion-headed pin earned after two year's service
  • The colonel's swagger stick; actually a sword-cane
  • Places:
    Where might the faction take you
  • In the barracks among bullshitting privates
  • At the planning table in a leaky command tent
  • Hiding inside a ruined building while shells fall all around
  • During shore leave in a seedy bar
  • Tags: Assets, Core