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Campaign Setting- Low Rent Mercs

Jason Breck

SOC-8
Peer of the Realm
I've been working on a campaign idea that involves the characters working as mercs/security consultants/troubleshooters/muscle for a low-end firm (think mall cops/the A-Team meets the 3I). While shoot-em ups can be fun, I wanted something with a bit more down-at-the-heels; in short the trials and tribulations of a small-time security outfit trying to make a go of it in the Spinward Marches in the years sometime before the FFW.

I kind of envision is as something like "Arclight Management Consultants" ("We're problem solvers."). A somewhat downmarket concern, Arclight takes on the jobs that nobody else will touch or too menial.

I envision a firm that's barely able to meet its monthly payroll and people hang on in the hopes of eventually getting paid (they do but it sometimes takes awhile). It's a firm equipped with yesterday's technology, work-out surplus weapons from the Fourth Frontier War, dubious lots of ammunition...you get the picture. ;)

While the firm may appear to be a complete loser, it's had it's successes that are only matched by some very spectacular failures (like the time the team wound up destroying a shopping mall in a major city on Regina in trying to apprehend a gang of shoplifters). Only dumb luck, some small connections with various government figures, and the occasional success keeps the firm from losing their license or getting indicted for capital charges of one type of another.

Anyway, it's no doubt been done before but I wanted something semi-military while keeping the firepower somewhat within bounds. Also, I'd like to set up the challenge of getting in way over their heads (like getting mixed up in some high-level power play that they have to finesse their way out of).

It's all just ideas right now but I'll be fleshing it out more in the near future.
 
Just to add on-

One idea I'm considering using after seeing the thread on IISS special operations troops is having Arclight somehow getting added as a contractor to the IISS's on-call list of security contractors (aka mercs) available for missions when the normal IISS special ops assets are unavailable.

How Arclight managed to pull this off is somewhat murky but it would seem that Arclight has now entered the big leagues...except they rarely get a call (basically never, given their reputation) until that one fateful day... (insert adventure here). ;)
 
Seeing as the campaign will feature "rent-a-cops", you can easily slip the players into Across the Bright Face as reinforcements of a sort for the Dinom Corporation's company police force before the worker's revolt takes place.

The pre-revolution growth in unrest growing the corporation was looking for a quick and/or cheap way to bolster their security forces and so looked into hiring "rent-a-cop" outfits. Marginal firms like Arclight would be both cheap and, because such firms are unlikely to have long term contracts elsewhere, readily available.

Have Arclight arrive, take up their new duties, start patrolling, and deal with small scale stuff like sabotage, smuggling, or bar brawls. Keep things low key for a few weeks or months and then spring the revolution on them.

In AtB, the players are working as bodyguards for a visiting off-world shareholder when the guano hits the fan. Their possession of some bearer bonds the Worker's Council wants means they need to escape. In your campaign, the players are working for the company police. The fate of police in any revolution is the reason they'll need to escape.

If the players need another reason to escape, each of the planet's three cities has a dozen or so of the corporation's shareholder-owners living there. Those people are going to be looking for anyone, preferably armed, to help them get to the starport.
 
I love it! :-)

And then it gets really nasty when the opposition doesn't recognize the blood chit...

One idea that I'm working with is acting as security for a movie (or other similar 3I media) shoot or a fashion photo shoot with all the fun stuff that can happen dealing with celebrities. Or somehow the characters make a great impression and they're cast as extras...Less of a muscle job, requires more finesse. ;)
 
Good suggestion.
I can think of quite a few of the double adventures and a lot of the patron encounters in 76 Patrons that could be adapted:
your team is asked by control to go and deal with a young woman in flowing white robes that is making a nuisance of herself in the mall, approaching strangers with a wild story of a kidnapped brother and asking for help.

A lot of the situations would be - what would a group of PCs be doing at this stage of the regular adventure - your security team has to go and stop them.

Look at the DA Marooned for example - Arclight is tasked with intercepting and bringing back Eduardo Sadeh

Death Station - they are hired to provide security for the scientists and technicians on the lab ship...
 
And then it gets really nasty when the opposition doesn't recognize the blood chit...


I've run AtB or versions of it several times and quickly getting the idea across that the Workers' Council won't honor blood chits is important. I know this because AtB is one of the few published adventures I've played as a player.

In that session, we handed over the case from the start thinking they'd let us go only to have the opposition still shoot at us. Ever since then, I've run the adventure slightly different than written. As written, Streen and his assistant get killed at the same time. I only kill Streen instead and leave the assistant alive. If the players then begin thinking about handing over the case, I have the assistant do it and get shot.

One idea that I'm working with is acting as security for a movie (or other similar 3I media) shoot or a fashion photo shoot with all the fun stuff that can happen dealing with celebrities.

Check out John Ford's legendary Roadshow adventure.

Also, as Mike wisely suggests, every published adventure and Amber Zone is a possibility because each one has two sides.

Arclight could be working as night time guards at General Shipyards on Regina when they notice lights around that old scrapped Kinunir hull in the salvage yard or they could be filling a contract as prison guards aboard Gaesh or on Newcomb. Arclight could be security aboard the Globtik Solymi sailing the seas of Bellerophon. Arclight could be on Gladden when the Lysani agent needs someone to check out the lab ship in orbit, working for InStarSpec at Alenzar when someone needs to check out the Shaarin Challenger, or working on Aramis guarding a museum.

There are four decades of adventures in which the hapless sad sacks of Arclight can find themselves involved.
 
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maybe a adventure drawn form the story of The Ten Thousand

Arclight gets contracted by one side in a civil war/coup/balkanised planet war. they turn up with all or nearly all their deployable units and take part in one or two minor battles. the players are sent out on a rear area security mission, but their paymaster goes bankrupt and collapses half way though the mission, leaving the players to try and traverse half a planet while the government is collapsing.


or maybe some Zulu inspired action: the players are left to guard a supply dump on a supply road, but the local people (or wildlife) have decided to wipe out the site and are now swarming the place.
 
maybe a adventure drawn form the story of The Ten Thousand

Arclight gets contracted by one side in a civil war/coup/balkanised planet war. they turn up with all or nearly all their deployable units and take part in one or two minor battles. the players are sent out on a rear area security mission, but their paymaster goes bankrupt and collapses half way though the mission, leaving the players to try and traverse half a planet while the government is collapsing.


or maybe some Zulu inspired action: the players are left to guard a supply dump on a supply road, but the local people (or wildlife) have decided to wipe out the site and are now swarming the place.

I LOVE IT! I remember reading a Hammer's Slammers book that has a 10,000 theme involving a horde of religious fantatics.
 
It's a firm equipped with yesterday's technology, work-out surplus weapons from the Fourth Frontier War, dubious lots of ammunition...

... low-stat characters ....

maybe led by someone with social standing C and delusions of grandeur. lots of connections, but a bit of a loose canon.
 
the fall guys

Arclight land a surprisingly high profile (for them) contact to bodyguard a local religious leader who has risen to prominence as the leader of the opposition to the current church and some of its doctrines. the players are sent out with snazzy new uniforms and mirror shades to look all professional and hireable while they guard the VIP as he embarks on a tour to rally the faithful behind him to reform the church.

unknown to Arclight, the leader is being set up by the more extreme elements of the reform movement, who feel the only way to make change happen fast enough and dramatic enough is to turn the leader into a martyr for the cause. these extremists are the ones who arranged for Arclight to get the job, as they needed some redshirts to die in the attack and to be able to blame a outside organisation for the failure to keep the leader alive.


the players must get the VIP back, alive, while the VIP's erstwhile allies are trying to kill him.
 
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