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Broken Ticket

Diveguy

SOC-12
Baron
Every mercenary ticket plans for the mission and campaign at hand - be that an assault, a training operation, or a full-on war.

Sometimes, plans fail. Your enemy outmaneuvered and out-thought you. You under or over-estimated key factors. You backed the wrong side. Sometimes, it’s simply bad luck.

The point is, occasionally, you lose.

Most times this isn’t a factor. Tickets are written, and agreements in place to protect troops and allow them to evacuate after hostilities. Sure, sometimes there are “fines” - or a more blatant ransom. But that’s part of doing business.

This time, you aren’t so lucky. The party has already heard stories of what has happened to some of the other mercenary companies in the conflict, and you don’t want to be the next violent event.

Now, you have to get off of a planet, with a whole world against you…

(The premise is obvious - the players are outnumbered, outgunned, and on the run. This can work as a one-off scenario, or you could build a whole story arc from it. For this type of scenario to work best, they shouldn’t have a starship readily available. Whether this means a running series of encounters as they try to get to their cruiser, or they beg/borrow/steal their way off world is up to the ref.)

And, what’s an adventure, without some twists:

1 - The new government just happens to be religious/political/social fanatics of whatever nature. To the point that hunting down the party is being publicized as almost a crusade.
2 - The party has evidence of significant war crimes committed by the victors. Should they expose these off world it will lead to the guilty parties being charged. This obviously gives them motivation to stop the party.
3 - The “successful” victors aren’t as popular as they pretend. There is still a sizable part of the population who supported the losing side. Maybe this provides allies for the party to escape. Or, maybe the nucleus of an insurrection.
4 - It’s not just that the locals are after the party. The interstellar government has certain facts about the conflict they’d rather keep quiet. How does this complicate heading off world?
5 - There’s a mole. Or a traitor. Or something. But, somehow, the other side is always one step ahead, waiting in ambush at a spot the party thought was safe.
6 - Buried treasure? Not exactly - but, the party did locate something during the campaign. Be it valuables, or Ancient artifacts, or whatever. It’s too big to take with them now, but if they can somehow come back…
 
AZ Pusue and Destroy, in JTAS 7 presented a likely situation, and AZ Coup d'Êtat in JTAS 10 presented likely sitations, in both cases adapted to Stiker...
 
Another example is David Drake's "The Forlorn Hope", and yeah, Xenophon's "Anabasis," in whatever translation you like.
 
The default starting scenario in Twilight 2000. Gotta get across Europe by X time to get on the boat. Fighting across nuclear wartorn Europe with a deadline for repatriation, what could go wrong?


It occurs to me that theire might be a subset of merc that specializes in either 'contested extraction' or enforcement of repatriation bond rights the hard way. Could be a twist on the ticket gone wrong, be the guys that swoop and and get them out for a hefty fee, or justice served on orgs/planetary nations that break the rules of war.


Hortalez et Cie makes a tidy profit on those bonds, a culture of making those bonds not valuable is a direct commercial threat to their business. And we all know megacorps take a dim view of those interfering with the almighty credit...
 
The default starting scenario in Twilight 2000. Gotta get across Europe by X time to get on the boat. Fighting across nuclear wartorn Europe with a deadline for repatriation, what could go wrong?


It occurs to me that theire might be a subset of merc that specializes in either 'contested extraction' or enforcement of repatriation bond rights the hard way. Could be a twist on the ticket gone wrong, be the guys that swoop and and get them out for a hefty fee, or justice served on orgs/planetary nations that break the rules of war.


Hortalez et Cie makes a tidy profit on those bonds, a culture of making those bonds not valuable is a direct commercial threat to their business. And we all know megacorps take a dim view of those interfering with the almighty credit...

I like this idea... giving me some thoughts, particularly in conjunction with a few things from history, T2300/2320 and Cyberpunk. I may see what I can write up. Thanks.
 
The default starting scenario in Twilight 2000. Gotta get across Europe by X time to get on the boat. Fighting across nuclear wartorn Europe with a deadline for repatriation, what could go wrong?


It occurs to me that theire might be a subset of merc that specializes in either 'contested extraction' or enforcement of repatriation bond rights the hard way. Could be a twist on the ticket gone wrong, be the guys that swoop and and get them out for a hefty fee, or justice served on orgs/planetary nations that break the rules of war.


Hortalez et Cie makes a tidy profit on those bonds, a culture of making those bonds not valuable is a direct commercial threat to their business. And we all know megacorps take a dim view of those interfering with the almighty credit...

Agreed. "Screwed by the patron" should be a once-in-a-campaign event, if that, or else suspension of disbelief gets violated hard.

And if YTU includes repatriation bonds, then enforcement of same will be carried out pour encourager les autres. Unenforceable or unenforced repatriation bonds are useless, and would not be accepted by mercenary units to begin with.
 
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